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Artificial Intelligence

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AI Emotions

Explanation:

Give the AI specific emotional states, which can easily be recognised, examples are:-Fear (induced by strange sounds, or discovering a body while all alone) Makes the guard retreat, or prove hesitant to explore shadowy corners)Anger (induced by the death of a comrade, while with others, or the discovery of a disfigured banner/symbol in the case of religious fanatics) Gives adrenaline, makes the guard less attentive and more motivated) Paranoia (like fear, only makes them more sensitive to noises or sights). Makes the guard more attentive. Sleepiness (certain guards would be given this property, or would become sleepy if they're subjected to slight drafts of gas from a gas arrow). Makes the guard less attentive. Drunk (certain guards would be given this property, or would become drunk if the player manages to get them to drink something) makes the guard less attentive and less adept at combat, also discredits him when he goes to tell other guards what he saw) Jaded (some guards will be either apathetic or just uninterested). Will be less likely to believe the accounts of other guards, and won't inspect suspicious noises as often.

Points to bear in mind:

Point to bear in mindDifficult balancing decisions as if guards enter the states too often, then there use will become comical, but if they do not enter them often enough then it will not look natrual.

Good PointMore angery AI can have a higher 'awareness' unless the anger is from a distraction (remembering something that makes them mad). Less angery AI can be more at easy or careless. I dont beleave these emotions should be like on/off switches but more governed by stats. Similer to RPG player stats but insted about emotions. This would enable a very wide range of emotion SEEN in the AI. Emagine a AI with high ANGER and JELLOUSY stats. A guard in this state might be more brutal but slower and clumsy. High HAPPY and DISTRACTED stats could be given to the drunk guards. Obviously when one emotion stat changes, it should effect at least one other stat. EX: Higher HAPPY means lower SAD, higher ANGER means lower SATIFICATION. These emotions would effect the way AI not only acts but how thay re-act to thair environment. EX: High HAPPY and DISTRACTED (drunk) stats would mean the AI is less likely to see garret sneak by and vice versa. This feature could be complamented with the "AI Personalities" feature idea

Date Last Update: 12/6/1981

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Current Rating: 3.88Number Of Votes: 21

Against Unfair Homing AI
AI Aware of Projectiles
AI Can Jump and Climb Ladders
AI can use Inventory Items
AI Emotions
AI Personalities
AI should be completely different from T1/T2
AI should Panic
AI Should react to their environment and player
AI to Use choke points
AIs not to Fall Over if Blackjacked when Asleep
AIs Noticing Anomalies
AIs to Perform More Mundane Tasks
Alerted Guards Secure Treasure
Appropiate Death Motions
Better Fleeing
Capture rather than Kill
Changing of the Guard
Configurable AI
Constant Difficulty To Attack
Deafened By Ambient Sounds
Die From Blood Loss
Different Levels of Sleepiness
Differentiate between Death/KO
Discovery by guards to be scary.
Disguised Guards
Dynamic Pathfinding around Objects
Fluid Alert Levels, not Discrete
Give Guards a Plan
Guard Diversity - Fat/Thin Guards
Guards Biding Their Time
Guards having More than one Weapon
Guards Noticing Reduced Numbers
Guards Release Weapons/Items when Dead
Guards should be fewer and stronger
Guards should have Swords Sheathed
Guards Should Never Forget Seeing a Thief
Guards Should not Automatically Suspect a Thief
Guards Who Wait Until Backup
Intelligent Pursuing
KO''s wearing off
Lantern/Torch Guards
Less Idiotic Guards
Locational Damage for AIs
Locked Doors are Locked for AIs
Make AIs Turn Around and Shut Doors
More AI Communication
Neutral''s Interaction
Potentially Hostile Non-Guards
Random NPC Creator
Randomised Patrols
Refined Searching Motions
Remove Unbased Threats
Scarable Guards
Spontaneous Combustion
Undead Should Not Drown