tag:blogger.com,1999:blog-34126572.post671137409053555043..comments2023-10-15T04:55:00.347-05:00Comments on Anyway Games: Shadow ContentAaron Millerhttp://www.blogger.com/profile/06397235341719388657noreply@blogger.comBlogger3125tag:blogger.com,1999:blog-34126572.post-82448777165321385482006-10-02T14:35:00.000-05:002006-10-02T14:35:00.000-05:00Well, it depends on the algorithm. Currently there...Well, it depends on the algorithm. Currently there are several threads of invention in terms of character AI. For instance, <a href="http://projectperko.blogspot.com/search?q=rocket+heart&x=0&y=0">this </a> is an engine design my company's R&D is pursueing. The ruse might not last on deep interaction, but it could work for the shadowy purposes you describe.Patrickhttps://www.blogger.com/profile/13614962832390315553noreply@blogger.comtag:blogger.com,1999:blog-34126572.post-39181904728874226872006-09-29T16:12:00.000-05:002006-09-29T16:12:00.000-05:00AI might be cheaper, but not as cost-efficient. Wi...AI might be cheaper, but not as cost-efficient. With what I'm talking about, you get a lot more bang for your buck...especially since the people you hire to do it don't exactly need to be brain surgeons (i.e., you don't have to pay them a lot). And AI can't respond to player actions creatively and with individual-player consideration, so this opens up experiences not possible through current AI.Anonymousnoreply@blogger.comtag:blogger.com,1999:blog-34126572.post-21869313080437450532006-09-29T16:01:00.000-05:002006-09-29T16:01:00.000-05:00I like the term, though you could have been a lot ...I like the term, though you could have been a lot more specific in defining it in the first paragraph. A lot of what you're talking about could be implemented with character AI instead of employees. Its a lot cheaper that way!Patrickhttps://www.blogger.com/profile/13614962832390315553noreply@blogger.com