Category Archives: Artificial Intelligence

Custom Action Editing

I’ve got custom action editing working in the zone editor now.  Here’s an example: To create an action, you select items from the drop down list to build a sentence describing the trigger and the resulting action. After you have an trigger added, you can add additional actions by selecting the item in the list […]

Custom Actions: Our Version of Scripting

Some MUDs, including Basternae 2 and those derived from the Envy family tree, support MobProgs. Some MUDs, inlcluding Basternae 2 and those derived from the Diku/Envy family tree, used custom C code (“spec_fun” code) to add special abilities to mobs and objects. MobProgs are useful, but they can be a pain to edit because they’re […]

Artificial Intelligence Markup Language (AIML)

One of the things I plan to have the MUD engine support is AIML. That’s an XML-based file format that defines conversational data for a “chatterbot”. I’m sure most everyone has heard of the Eliza, Julia, or A.L.I.C.E chat bots. The idea is that you can create personalities that respond to certain phrases, much like […]

What MUDs Have The Best AI?

Most MUDs have mobiles of very limited intelligence that stand around waiting to be killed and often don’t even bother to remember that you attacked them ten seconds ago.  Some games have more intelligent creatures that actively try to defend themselves and take down the enemy by the most effective means (always fireballing trolls, dispelling […]

Integrating Python?

One of the things I’ve been worrying over is how to write a new scripting and artificial intelligence engine that integrates all the buttery goodness and capabilities of MobProgs and the homebrew probability-based AI system I wrote for Basternae II along with the only-used-once movement scripts I put together. They were all pretty powerful, but […]

A Whole New Spell And Skill Engine

Well, maybe not a *whole* engine quite yet, but certainly two thirds of one. I’ve generated about 500 little XML files to hold all of the skill and spell data for dynamic runtime loading.  It’s all pretty neat — skills and spells can be tweaked by hand without having to compile any code (though the […]