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> I briefly considered adding gossips - if $NPC1 seen player commit murder and $NPC2 meets $NPC1 - then $NPC2 remembers that too, and remember who told them. I
by mywittyname 6y ago
> I briefly considered adding gossips - if $NPC1 seen player commit murder and $NPC2 meets $NPC1 - then $NPC2 remembers that too, and remember who told them.
I think we are getting here with natural language understanding.
Rather having to write statements and handle the logic on a per-agent basis. We could keep a database of events with a brief description of what occurred, and use some NLU engine to use that description to form statements and opinions on the subject at hand.
It could even incorporate sentiment by having favorably weights between groups. So let's say, elves hate dwarves, and an event occurred where "Belegost (dwarven city) was razed (terrible action) by armies of Gondolin(elven city." The event name would run though a NLP system to which would make elven characters see the event more favorable than dwarven ones.
You could even model the spread of information.