The People Problem
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The People Problem
IV needs to create models used to represent people in Subversion.
Any other graphic element of Subversion can be discussed here as well >_>
Any other graphic element of Subversion can be discussed here as well >_>
generic polygonal faceless people such as those found in this completely unrelated video would work nicely.
Some people talk because they have something to say. Others talk because they have to say something.
xander wrote:Much as I am sure that you enjoy fishing, I do not understand why are you using your breath to lure the fish to you.
Never underestimate the power of baited breath (in this case in the form of voice):
http://www.youtube.com/watch?v=cUusX1Js6R0
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Re: The People Problem
GreenRock wrote:IV needs to create models used to represent people in Subversion.
Any other graphic element of Subversion can be discussed here as well >_>
Also what about convincing AI? Such as the likes of "Façade (interactive story)" ? Having scale invariant procedural cities is great, but the characters have to be "intellectual" enough to be smart AI in terms of handling real conversations as well as other more "bot-like" NPC routines like pathfinding, etc.. As the minimum employ such sort of natural language speech interface and a simple adaptive learning neural net in each NPC.
Re: The People Problem
Barbarossa wrote:As the minimum employ such sort of natural language speech interface and a simple adaptive learning neural net in each NPC.
Just out of curiosity, how much programming have you done in your life? What you suggest is a highly non-trivial task.
xander
We just need bots, we don't need some crazy higher level of intelligence, look at the AI in video games today. It's really not that bad. A basic neural net would be rarely utilized, and as far a natural language speech interface, sounds unnecessary and over the top. The AI need to be good but they don't have to be human.
If there were only two games to play in the world, I would choose a text editor and a good C compiler.
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