4 ms·
This sort of projects are hard to define - but it looks reasonably clear. (you have a typo in the readme "kill the NPC and still the item," - should be steal th
by acutesoftware 7y ago
This sort of projects are hard to define - but it looks reasonably clear. (you have a typo in the readme "kill the NPC and still the item," - should be steal the item.)
If you get each agent a goal, then that will drive what they do.
If you keep a strict subset of available things they can do, and how the agents can achieve them (like fishing, selling stuff), then you will be able to generate quests.
If goal == 'catch 100 fish' and fish_in_inventory < 50:
generate_quest('Catch 50 fish for me and I will pay you 10 gold')
- atum47 7y agowhat do you think of it? I'm going to use this on a project of mine, but I don't see that happening soon, cause I have a lot of other systems to implement first. so I decided to share this part and see what developers think about it. but I don't think I made myself clear enough to get people to look at it
- acutesoftware 7y agoI think it is a good starting point - you've got an agent with basic interactions, but as it stands there is not much that a user can do apart from just kill it. Many will see this as a game, not an agent simulation and will quickly write it off, so you need to show some examples of it acting as an agent. Try having 2 agents interacting with each other, and show the results in your README That will help, but I certainly don't have the answers - I tried something similar (https://github.com/acutesoftware/virtual-AI-simulator#create-a-character-manually https://github.com/acutesoftware/virtual-AI-simulator#create...) and it is difficult to get the point across, but it is a lot of fun seeing agents interact, if it is simplistic. You also need to complete your implementation - show the character getting it's food (fishing, or buying) and then work on the quest generation.