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- Newsgroups: rec.games.design
- Path: sparky!uunet!inmos!fulcrum!bham!bhamcs!jpa
- From: jpa@cs.bham.ac.uk (Jonathan P Alma)
- Subject: Talking to computer controlled players (Re: Artificial Intelligence for Games)
- Message-ID: <C1KD9J.4AG@cs.bham.ac.uk>
- Sender: news@cs.bham.ac.uk
- Nntp-Posting-Host: fattie
- Organization: School of Computer Science, University of Birmingham,UK.
- Date: Thu, 28 Jan 1993 12:27:18 GMT
- Lines: 20
-
- I'm developing an adventure game that involves asking computer controlled
- characters questions. The number of questions are limited to about 20-30, and
- are along the lines of "where is the ..." and "what is your relationship to
- ...". My problem is that I want the characters to not just answer the
- question, but answer it in a way which is dependant on their emotions
- (especially how they feel about the user's character). If they dislike the
- user then they will hide information, if they are flustered/uneasy then they
- might let important information slip, and so on.
-
- Any help in this area would be much appreciated (its the only thing holding up
- completion of the adventure),
-
- Jonathan.
-
- -------------------------------------------------------------------------------
- Jonathan Alma J.P.Alma@cs.bham.ac.uk
- School of Computer Science
- University of Birmingham, UK, B15 2TT.
-
- The opinions expressed are my own and not those of Birmingham University
-