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default skills of robots and vehicles built-in AI

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Janusfaced Janusfaced's picture
default skills of robots and vehicles built-in AI
Sorry if there are similar topics. I have some questions about AI of robots and vehicles. Robots and Vehicles Section (p. 343) doesn't include their skills, though it says they have built-in AIs. 1: is a "Bot/Vehicle AI"(p. 331) that built-in AI? I am not sure this interpretation because a Bot/Vehicle AI is High cost (higher than many vehicles and most bots). 2: can AI use skillsofts without skillware? Thank you in advance!
Your average, everyday, normal, plain and dull transhuman Janusfaced's outpost(writtern in Japanese) http://janusfacedsoutpost.blog.fc2.com/
Decivre Decivre's picture
Re: default skills of robots and vehicles built-in AI
Janusfaced wrote:
Sorry if there are similar topics. I have some questions about AI of robots and vehicles. Robots and Vehicles Section (p. 343) doesn't include their skills, though it says they have built-in AIs. 1: is a "Bot/Vehicle AI"(p. 331) that built-in AI? I am not sure this interpretation because a Bot/Vehicle AI is High cost (higher than many vehicles and most bots).
I would say no, the built-in AI is far more basic. Essentially, I assume the built-in AI is a simple program with only the appropriate piloting skill at 40.
Janusfaced wrote:
2: can AI use skillsofts without skillware? Thank you in advance!
Yes they can.
Transhumans will one day be the Luddites of the posthuman age. [url=http://bit.ly/2p3wk7c]Help me get my gaming fix, if you want.[/url]
Janusfaced Janusfaced's picture
Re: default skills of robots and vehicles built-in AI
Decivre wrote:
Janusfaced wrote:
Sorry if there are similar topics. I have some questions about AI of robots and vehicles. Robots and Vehicles Section (p. 343) doesn't include their skills, though it says they have built-in AIs. 1: is a "Bot/Vehicle AI"(p. 331) that built-in AI? I am not sure this interpretation because a Bot/Vehicle AI is High cost (higher than many vehicles and most bots).
I would say no, the built-in AI is far more basic. Essentially, I assume the built-in AI is a simple program with only the appropriate piloting skill at 40.
Janusfaced wrote:
2: can AI use skillsofts without skillware? Thank you in advance!
Yes they can.
Thank you for answering. But then, is there any limitation on AI skillsofting, like total 100 Skill Points cap of Skillware? Or Can AIs use skillsofts of unlimited numbers?
Your average, everyday, normal, plain and dull transhuman Janusfaced's outpost(writtern in Japanese) http://janusfacedsoutpost.blog.fc2.com/
Arenamontanus Arenamontanus's picture
Re: default skills of robots and vehicles built-in AI
Janusfaced wrote:
But then, is there any limitation on AI skillsofting, like total 100 Skill Points cap of Skillware? Or Can AIs use skillsofts of unlimited numbers?
I would probably waive that restriction, at least rules-wise. However, I assume there is a price to pay in term of more complex code and perhaps less reliable function: "Car, why did you go that way?!" "Because my philosophy module suggested that you need to have an aesthetic experience every day in order to live a fully realized life and my architecture module suggested that the neoAaltist office on your right is the best example of the Ekbia-Wolfram school in town. Are you feeling fulfilled, sir? I can make another pass."
Extropian
Decivre Decivre's picture
Re: default skills of robots and vehicles built-in AI
Janusfaced wrote:
Thank you for answering. But then, is there any limitation on AI skillsofting, like total 100 Skill Points cap of Skillware? Or Can AIs use skillsofts of unlimited numbers?
I rule that AI don't actually need to load up a skillsoft until they actually use it, so they will never hit the cap. While people use skillsoft as an override for their own actions (which is why skillwires are needed), AI simply use them as a recording collection for actions. So when an AI uses a firearms skillsoft, it isn't actually utilizing the skillsoft as we are, but simply playing back actions that the skillsoft has stored. To that end, I would not allow AI to get synergy bonuses from skillsoft. They only load them up the second they use them. That would be the only real limitation I would force.
Transhumans will one day be the Luddites of the posthuman age. [url=http://bit.ly/2p3wk7c]Help me get my gaming fix, if you want.[/url]
Xagroth Xagroth's picture
Re: default skills of robots and vehicles built-in AI
Decivre wrote:
To that end, I would not allow AI to get synergy bonuses from skillsoft. They only load them up the second they use them. That would be the only real limitation I would force.
And that skillsofts are expensive, not to mention the devious and not-so-subtle suggestions pointing to the revenge of a GM against players abusing skillsofts. Something about the skillsofts being badly pruned, still having some personality, and driving you mad (or "hacking" the AI of your robot :p).
Janusfaced Janusfaced's picture
Re: default skills of robots and vehicles built-in AI
Arenamontanus wrote:
I would probably waive that restriction, at least rules-wise. However, I assume there is a price to pay in term of more complex code and perhaps less reliable function:
Actually, I am creating a homebrew rule on custom-made AIs. And in current version of it, AIs may have no more than 10 skills (total numbers of Active skills and Knowledge skills), include skillsoft ones. While I hoped that limitation would be better "5 Active skills and 5 Knowledge skills" (same as Gumma Forks), sample AIs have more than 5 Active skills.
Your average, everyday, normal, plain and dull transhuman Janusfaced's outpost(writtern in Japanese) http://janusfacedsoutpost.blog.fc2.com/
Decivre Decivre's picture
Re: default skills of robots and vehicles built-in AI
Janusfaced wrote:
Actually, I am creating a homebrew rule on custom-made AIs. And in current version of it, AIs may have no more than 10 skills (total numbers of Active skills and Knowledge skills), include skillsoft ones. While I hoped that limitation would be better "5 Active skills and 5 Knowledge skills" (same as Gumma Forks), sample AIs have more than 5 Active skills.
Does it bother you that a muse AI already exceeds that limit with a whopping 12 skills?
Transhumans will one day be the Luddites of the posthuman age. [url=http://bit.ly/2p3wk7c]Help me get my gaming fix, if you want.[/url]
Janusfaced Janusfaced's picture
Re: default skills of robots and vehicles built-in AI
Decivre wrote:
Janusfaced wrote:
Actually, I am creating a homebrew rule on custom-made AIs. And in current version of it, AIs may have no more than 10 skills (total numbers of Active skills and Knowledge skills), include skillsoft ones. While I hoped that limitation would be better "5 Active skills and 5 Knowledge skills" (same as Gumma Forks), sample AIs have more than 5 Active skills.
Does it bother you that a muse AI already exceeds that limit with a whopping 12 skills?
So I'll change the limit into "5 Active skills and 5 Knowledge skills, but exclude Computer skills". Since most sample AIs have Infosec, Interface, Programming or Research, so I am figuring it work. Bot/Vehicle AI has (6 - 3) Actives and 1 Knowledges. Device AI has (5 - 4) Actives and 1 Knowledges. Kaos AI has (7 - 4) Actives and 1 Knowledges. Security AI has (7 - 4) Actives and 1 Knowledges. Standard Muse has (6 - 4) Actives and 5 Knowledges. Thank you for advice!
Your average, everyday, normal, plain and dull transhuman Janusfaced's outpost(writtern in Japanese) http://janusfacedsoutpost.blog.fc2.com/
Prophet710 Prophet710's picture
Re: default skills of robots and vehicles built-in AI
Well Jack, if droids could think, there'd be none of us left then would there.
"And yet, across the gulf of space, minds immeasurably superior to ours regarded this Earth with envious eyes. And slowly, and surely, they drew their plans against us."