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How to run AIs?

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HyveMynd HyveMynd's picture
How to run AIs?
Hello fellow Transhumans, I picked up Eclipse Phase a few weeks ago and was immediately hooked by the short story Lack in the front of the Core Book. So I snapped up all the expansion books and modules and am going to run my group through a short, two-shot adventure. One of my players wants to play as an ego who controls multiple Pod morphs at once. It's a cool idea, one that we're both eager to try out, but we're just not really sure how to do it. Mechanically it's fairly simple, and there are few different ways we could do it. So long as the Pods each have a Puppet Sock there are a number of different augmentations that would grant him multiple Complex Actions a turn so that he could teleoperate or jam individual shells all at the same time. Even when he doesn't have those augmentations active, he could use Quick Actions to issue short commands to the individual shells. What we're not sure how to handle is situations when he's not directly jamming or issuing orders to his Pods. Basically the question boils down to "How intelligent is a basic AI?" From a game perspective, I (as the GM) don't really think it's fair to the other players if this one player is allowed to essentially play as two or even three PCs. What I mean is that I feel I can't let him play his AI-driven Pod 'drones' as effectively as if they were full-fledged PCs while his augmentations are turned off. AIs have limited functions, are intentionally hobbled, lack self-interest and self-initiative, and are usually designed only for a specific purpose (and are therefore limited in other areas). On the other hand they are also conscious and self-aware, have the ability to remember, and are capable of a limited form of adaptation. So treating them simply as unthinking robots who only follow directions would be unfair to the player as well. So, has anyone out there had a similar issue, and if so how did you handle it? Any help you could give me would be greatly appreciated.
Matador Matador's picture
Re: How to run AIs?
One option is to have the shells act as a sort of group mind. Let the player carry out normal actions but with all the shells woking in concert. In other words treat the "group" as one entity. Like one shell stirring cake mix while another adds ingredients and the third is reading the recipe. This is will allow for the utility of multiple bodies but since they are working on only one "action" it isnt game breaking.
Hammer my bones on the anvil of daylight.
HyveMynd HyveMynd's picture
Re: How to run AIs?
That's one way to do it. Though my player has said that he doesn't want to be a group mind. He wants to have AI "companions" that he can jump into when the need arises, but who will otherwise be autonomous while he lives on the mesh as an infomorph. I suppose that I (the GM) could simply play his AI Pod drones as simple-minded NPCs. Some guidelines on just how simple-minded they are would be helpful though.
Yerameyahu Yerameyahu's picture
Re: How to run AIs?
Honestly, it's very difficult to express the answer, but I feel the answer itself is easy. It's something like 'quite simple-minded'. :) I wouldn't worry about making them too stupid.
Arenamontanus Arenamontanus's picture
Re: How to run AIs?
I would also go for simple-minded. They are good at moving around and certain tasks, but do not have much initiative. When things happen they do not easily recognize their importance. "Unit 6, what is your status?" "Everything is green except my locomotion." "What's wrong?" "My legs are stuck in a viscous substance." "Where did it come from?" "I do not know." {quick replay of sensory feed showing a bot dispensing a glue-grenade a few minutes before} "Why did you not alert me to the enemy bot?" "It said it was doing maintenance work."
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