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The human AI (GM or DM)

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Taavet
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This kind of spurred from several threads I read but mostly from the Mechanics in Cooperative Games thread.

One of the sought after things to create in a game is an AI (artificial intelligence) which can rival a human controlled (Game Master or Dungeon Master) intelligence. Currently in video games the computer is able to take care of all the extra book keeping and randomization and extra stuff which adds to the environment the game is trying to setup.

Several semi-solutions are available and fairly popular where things create a basic AI for the players to interact with, whether competitively, cooperatively, or mixed.

In pursuing this goal further I just wanted to brainstorm with you a little and see if we can identify things which we would want an AI to handle.

For instance (note - unpredictable and random indicate merely that players aren't sure what to expect):
Storytelling (randomly generated to allow for replayability)
Enemies or Events (unpredictable so you have to deal with each individually every time)
Hidden information (to prevent cheating or invalid play) such as:
-simultaneous movement
-stealth/invisibility
-mystery to be solved
-unseen environment (to allow exploring)

So, what else are GM/DM's (or something video games do which humans could) superb at which we want to find ways to incorporate in an AI for boardgames?

larienna
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According to the game, I

According to the game, I think theire is more challenge and tension if the game master can actually win the game against the players. Like if he does more than just the AI, now it gets more interesting for him and the players.

larienna
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According to the game, I

According to the game, I think theire is more challenge and tension if the game master can actually win the game against the players. Like if he does more than just the AI, now it gets more interesting for him and the players.

InvisibleJon
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Joined: 07/27/2008
React to changes to challenge players...

Taavet wrote:
I just wanted to brainstorm with you a little and see if we can identify things which we would want an AI to handle.
A good AI should react to changes in the game created by the players – using the resources available to it to mount the most challenging, but fair, response possible.

Addiso
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pacing and player ballance

MG/DM's as all good storytellers are responsible for good pacing and ballancing characters. Dynamic pacing that reacts to player standings or other changing aspects of the game. Providing every character with challenges that suit their skills and goals keeping up their involevement all through the overall arc of the game.

hoywolf
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Reply

larienna wrote:
According to the game, I think theire is more challenge and tension if the game master can actually win the game against the players. Like if he does more than just the AI, now it gets more interesting for him and the players.

The problem is playing these games, for new players or a mix of new and old, someone will also play the GM, sometimes that spot is not fun to play too. Shadows over Camelot is probably the best story/progression game AI that I've seen, try to look into that, it uses card to determine the progression of event, it scales with players as well.

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