tag:blogger.com,1999:blog-11758224.post6947504924676798091..comments2023-09-28T07:23:51.376-07:00Comments on ProjectPerko: Advanced Personality SimulationCraig Perkohttp://www.blogger.com/profile/13173752470581218239noreply@blogger.comBlogger7125tag:blogger.com,1999:blog-11758224.post-59693301462004904132013-04-20T22:39:42.986-07:002013-04-20T22:39:42.986-07:00i stumbled upon this through random googlings, and...i stumbled upon this through random googlings, and really like this idea.<br /><br />i know the post is old, just wanted to thank you for changing the way i was looking at a problem.<br /><br />cheers!Anonymousnoreply@blogger.comtag:blogger.com,1999:blog-11758224.post-9501825671816001342010-09-14T06:48:02.216-07:002010-09-14T06:48:02.216-07:00when I played D&D some time ago, we have some ...when I played D&D some time ago, we have some problem with NPC and this because the DM have a little superiority complex, he always give more stuffs to NPC than us, and this create a imbalance between us and NPC.<br /><a href="http://www.safemeds.com/generic-viagra.htm" rel="nofollow">Generic Viagra</a> <a href="http://www.safemeds.com/viagra/buy.html" rel="nofollow">Buy Viagra</a>.Viagra Onlinehttp://www.safemeds.com/noreply@blogger.comtag:blogger.com,1999:blog-11758224.post-27988075650939800352007-07-10T18:55:00.000-07:002007-07-10T18:55:00.000-07:00That was my aim: simple rules, expressive results....That was my aim: simple rules, expressive results.<BR/><BR/>As for animal crossing, the reason the characters in it feel fairly believable is actually two reasons:<BR/><BR/>1) The characters don't express themselves all that much, so a lot of the details (facial expression, etc) are left to the player.<BR/><BR/>2) The characters are related to some part of the world instead of being standalone. That was actually part of my presumption at the beginning of this essay: you have to have a world full of things that can be affected by relationships.<BR/><BR/>It makes there a reason to like or dislike a character - that's the one that gave me seeds, that's the one that always wants to borrow money. These world actions are very expressive while not actually requiring any complex computations.Craig Perkohttps://www.blogger.com/profile/13173752470581218239noreply@blogger.comtag:blogger.com,1999:blog-11758224.post-41817042259069361072007-07-10T18:49:00.000-07:002007-07-10T18:49:00.000-07:00A lot of developers use the "advanced personalitie...A lot of developers use the "advanced personalities" as a crutch so that they <B>don't have to</B> design personalities. Bad!<BR/><BR/>I think a simplified system like this would create much more <I>unique</I> personalities for the characters, while still giving the player the sense that they are having an effect on the world.<BR/><BR/>I wonder how Animal Crossing does it. Although it's player-to-NPC relationships are fairly rudimentary, people seem to find them very believable.noonathttps://www.blogger.com/profile/12131030304120690961noreply@blogger.comtag:blogger.com,1999:blog-11758224.post-33606481638535394152007-07-10T16:42:00.000-07:002007-07-10T16:42:00.000-07:00Looking foward to reading that, maybe if we can gl...Looking foward to reading that, maybe if we can glean the pearls of experience now we can accelerate our own advancement. ;)<BR/><BR/>What I find most refreshing about this is it implies a pretty robust model of memory with a very simple data-structure. I bet something like this could work well in an emergent/heterogenous drama engine framework, like Rocket Heart, possibly your more recent model (where economy of gifts or somesuch is a major factor).Patrickhttps://www.blogger.com/profile/13614962832390315553noreply@blogger.comtag:blogger.com,1999:blog-11758224.post-41650477623539823942007-07-10T15:33:00.000-07:002007-07-10T15:33:00.000-07:00Area is adding up how much they like you every tim...Area is adding up how much they like you every time increment. So if they liked you a lot a year ago but hate you now, that's still a positive area.<BR/><BR/>But I don't agree with the rest of your comment. I used to, but not these days. The reasons are kind of complicated, so I'll make another post out of them rather than explain them here.Craig Perkohttps://www.blogger.com/profile/13173752470581218239noreply@blogger.comtag:blogger.com,1999:blog-11758224.post-4557800556571506812007-07-10T14:52:00.000-07:002007-07-10T14:52:00.000-07:00Little question: Area meaning Time x How Much They...Little question: Area meaning Time x How Much They Like You?<BR/><BR/>Bigger thought: I was thinking about this topic today actually. It was in conjunction with some ideas I had about emergent behaviors. Anyways, I hit upon the idea that I like 'roughness' in a system. Meaning that there may be a few stats, but the important thing is that there a lot of places on that scale that one could be.<BR/><BR/>Magic: The Gathering was my example of this, where you can say to me "Oh I prefer the 1 and 2 costing creature so-and-so type" and I can respond "Well I have been doing well with the 4 costing of that type because I do other stuff in the early game and the creatures have good synergy with the deck strategy"<BR/><BR/>Point is, the more actually different ways one can affect a system and get meaningful feedback, the better.Chillhttps://www.blogger.com/profile/10742095724171892869noreply@blogger.com