Hey Folks! Quick update today, as dinner's in the oven and will need tending.
Today was about watching the AI do its thing, and taking notes to see what needs fixing or improvement. The AI is pretty stable now, and what I'm looking for is whether it:
a) makes sense
b) is entertaining to watch
As mentioned way back when, part of this game is about procedural drama and crew management during longer voyages, so the AI needs to do interesting things. So far, it's interesting to watch, but probably not dramatic. More like watching insects. I'm not sure I'm seeing much reason in their behavior apart from initial attempts to satisfy needs. And part of that is because AIs are only planning their next move if they are the ones starting a conversation/interaction.
During the mid-interaction, AIs are just responding in the way that satisfies needs best, without any regard for the feelings or relationship they have with the other AI. This means Abner can chat with Bruce, and Bruce might insult Abner, but if Abner later flirts with Bruce, Bruce may flirt back if he needs intimacy. There's no consideration for the previous negativity. Bruce just needs intimacy, and doesn't care whom from.
That may be tricky to solve. Though, I may already have some data stored by each AI that helps. (Basically, the same data they use to start a conversation/interaction.)
I also noticed a few smaller issues with the AI, now that it's running (mostly) smoothly. AI was accidentally using replies as opening statements in conversations, and this turned out to be a bug in the code that remembers conversation results. It was storing replies as opening statements and then deciding to use the ones it liked.
I also noticed some missing data in a few negative replies, causing AIs to continue trying interactions that resulted in denial. They just weren't getting punished, so didn't care.
I think there's also an issue in there where AI's are allowing themselves to be interacted with too one-sidedly. Basically, Abner keeps starting interactions with Bruce, and Bruce keeps turning him away, and there's no end in sight. This might be the result of that missing denial penalty, but it also might mean AIs need to have a way to bail out.
Finally, I started looking into ways of making AI do more than just say "no" when they are done with another AI. I think it's possible for AIs to pathfind to a new point as part of their reply, which might make for an interesting way to get insulted and walk off. And it might also solve the above problem of not being able to bail out.
More on that tomorrow!