Tuesday, October 23, 2012

Early Results!

Some early results! I've implemented anger, lust, talking, flirting, loving and hateful actions. I haven't done "fighting" quite yet, as it involves further complications in terms of who defeats who and how. Included below are early results as I was coding them. Which is to say, the top ones are the oldest results, and the bottom ones are the most recent.

Funniest bug: "Romney compliments Romney. Romney ends the conversation."


Pretty boring interactions. Like begets like, so flirting begets more flirting, but this required more levels of nuance to the behaviors.





Finally, made it so that characters can start conversations for themselves based on boredom. As they walk around, they calm down slowly (lose anger and lust) but their boredom increases until they are forced to start a conversation with someone new. Conversations can only be held between two people at a time. Finally, I have it now so that any number of characters can be in a scene at once.

I definitely want to make the world and character interactions more robust (fighting, killing, multiple rooms, items, specific relationships, etc.) but right now I theoretically have enough to start my storytelling A.I. if I needed to. I could create 50 randomly generated characters in one room, have infinite steps (the ones above have 10 each), and design my AI to find a start a main character, a beginning, middle, and an end.

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