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Author | Topic: Incorporating AI into Quest |
Tanin |
![]() I was wondering if there is anyway to incorporate artificial intellegence into the Quest game. Say you want a quest character to be very advanced and for the player to be able to hold (almost) conversations with him. Is this possible. I know there are tons of AI programs out there for download - anyway I could include this with my game? Figured I'd ask. =) |
HaDel |
![]() I don't think this is possible now... For this to work the designer should implement: |
Alex |
![]() HaDel is correct - incorporating external AI into Quest won't be possible without one of the two features mentioned (I prefer the "reading from a text file" one - nice and simple, for me anyway). But what AI routines did you have in mind? Anything specific? |
Tanin |
![]() Sorry Alex, I know very little about programming. I was just curious if it was possible, seems to me it'd be a neat thing to be able to do. I was going to have a small salamander named Pete follow my character around and say funny stuff. I thought it'd be cool if my player could actually talk to him. |
Computer Whizz |
![]() Well, how the characters act or what they say is entirely up to you... You can make them say different things at different times - you just have to disign a way so that happens. Computer Whizz |
MaDbRiT |
![]() Just my two penn'orth Adding full blown AI to Quest would for sure be a pretty daunting thing to undertake. However, for the amount of 'simulated' intelligence a non-player character needs in an adventure game, Quest has an extremely powerful set of features already, and you could (if you chose to) implement a C.Y.O.A. style menu based conversation system in Quest with a minimal amount of work. Probably something akin to Suzanne Britton's topic based 'chatter.t' for the TADS system is about as far as you'd need to go complexity wise to give NPC's some semblance of intelligence and thus enhance the game - that is what really matters in the end. Al |
Computer Whizz |
![]() You mean give the player some choices on what he could say right? Like, you go up to someone and they say "Yeah - Wadda Yu Wan?" Computer Whizz |
MaDbRiT |
![]() C.W. wrote:
quote: Yes exactly that, it is a popular style of doing things in the C.Y.O.A genre. Although I don't personally like this method very much it is an accepted (and easy!) way to deal with conversations, probably because it can make the NPC look pro-active and still restrict the available options. Al |
MaDbRiT |
![]() Oh yeah.. Suzanne Britton's 'chatter.t' for TADS is an entirely more sophisticated animal and as I said earlier, represents (I think) the limit of what is sensibly possible to implement by way of programming responses in NPC's. I keep meaning to wade through 'chatter.t', establish the finer points of how it works and replicate the functionality for Quest, I don't see any reason why it shouldn't be Al |
carlii |
![]() quote: Yes, you could very well add in your own AI, just that depending on the amount of effort and time you put into it it will be a little rehearsed if you know what I mean. At least in Quest you can use MENUs to implement a kind of "AI" - you can manipulate characters but choosing what to say to them. I luv this feature as it means the player as more control over what happens in the game. It also adds to the interactivity! |
Computer Whizz |
![]() It also stops the player from getting "I do not understand what you're saying to me!" all the time. If you say, heloo, or heelo, or "how caan you help me?" - or even "Does this jar of pickles open?" (where "How do I open this jar of pickles?" offers the answer). You can also vary the questions/answers you can get out of characters through-out the game. Computer Whizz |