Doesn't need to be satisfying as a conventional game, but must be interesting as an experiment. The idea being that AI work in IF is something that still needs work. Name the games you think which are contributing to this area of genre development.
Galatea, by Emily Short 5 votes "Fantastic innovation in AI conversation." [+]"Fantastic innovation in AI conversation." () --Katrisa... (No comment) [+](No comment) --aaronius... (No comment) [+](No comment) --darint... (No comment) [+](No comment) () --Sobol... (No comment) [+](No comment) () --IFforL2... Vote for this game | |
Child's Play, by Stephen Granade 4 votes "Both scripted and goal-seeking NPCs" [+]"Both scripted and goal-seeking NPCs: The game combines scripted and goal-seeking NPCs in various ways. (Disclaimer: this is one of my games.)" --Stephen Granade... "Manages to..." [+]"Manages to balance goal-seeking with lots of individual characterization. See also Stephen's article about the making of this game." () --Emily Short... (No comment) [+](No comment) --Dave Chapeskie... (No comment) [+](No comment) () --Sobol... Vote for this game | |
Blue Lacuna, by Aaron A. Reed 3 votes "The main NPC has..." [+]"The main NPC has a large selection of different scenes and activities to select from depending on the state of play, and attitudes toward the player that develop over the course of action." () --Emily Short... (No comment) [+](No comment) () --Sobol... (No comment) [+](No comment) () --IFforL2... Vote for this game | |
Bad Machine, by Dan Shiovitz 2 votes "Lots of..." [+]"Lots of goal-seeking robots." --Emily Short... (No comment) [+](No comment) () --Sobol... Vote for this game | |
Mystery House Possessed, by Emily Short 2 votes "An excellent research work." [+]"An excellent research work.: This project is far more useful to the development of the genre than most highly-rated but conventional works. Exploring something which hasn't been worked out yet is a great service to a fledgling genre like IF. Thanks Emily!" --breslin... (No comment) [+](No comment) --zer... Vote for this game | |
When in Rome 2: Far from Home, by Emily Short 2 votes "You play against..." [+]"You play against a goal-seeking NPC; its characteristics are randomized at the start of the game, producing different behavioral approaches on different play-throughs. (Disclaimer: I wrote this.)" --Emily Short... (No comment) [+](No comment) () --Dave Chapeskie... Vote for this game | |
Best of Three, by Emily Short 2 votes "AI in conversation" [+]"AI in conversation: The main NPC drives the conversation towards specific goals and will come up with things to say if you remain silent. " () --Rose... (No comment) [+](No comment) --aaronius... Vote for this game | |
Four in One, by J. Robinson Wheeler 1 vote "The whole game is NPC AI, and very competent." [+]"The whole game is NPC AI, and very competent.: Though there are puzzles, the real attractions are the NPCs, and what a lot of them there are. All very diverse and well-implemented. " () --Audiart... Vote for this game | |
Max Blaster and Doris de Lightning Against the Parrot Creatures of Venus, by Dan Shiovitz and Emily Short 1 vote "Excellent use of weak AI" [+]"Excellent use of weak AI: The script-based nature of the AI means there's very little "I" involved in the AI. (Amazingly, there's not even path-finding, but hard-coded paths.) But the work proves that you can make workable NPC-AI -- even multi-NPC working together -- with simple if trees: no complex AI needed. Shines a light on the problem!" --breslin... Vote for this game | |
Kiss Chase, by Anonymous 1 vote "Very rudimentary,..." [+]"Very rudimentary, but we do have NPCs with goals and actions they can try to do to accomplish their goals." --David Welbourn... Vote for this game | |
A Family Supper, by Emily Short, Richard Evans, Linden Lab 1 vote "NPCs autonomously..." [+]"NPCs autonomously choose what to do next out of a large collection of possible actions, based on their assessment of which will have the best outcome for them. (Disclaimer: I worked on this.)" --Emily Short... Vote for this game | |
Kerkerkruip, by Victor Gijsbers 1 vote "NPC combat moves..." [+]"NPC combat moves are decided by a set of not entirely stupid AI routines. (Some of the special monster-specific combat moves are hardwired, and don't really count as AI.)" --Victor Gijsbers... Vote for this game | |
Make It Good, by Jon Ingold 1 vote "NPCs track..." [+]"NPCs track information learned, and several follow goal-seeking routes." ( - Full review) --Emily Short... Vote for this game | |
Six, by Wade Clarke 1 vote "My own game...." [+]"My own game. Characters have areas they like to frequent or avoid, other characters they like to play with or not, and can entertain themselves when the player isn't around." --Wade Clarke... Vote for this game | |
Urban Conflict, by Sam Gordon 1 vote "Interesting..." [+]"Interesting modeling of conversation with NPC" --Steve West... Vote for this game | |
The House on the Cliff, by Emily Short, Richard Evans, Linden Lab 1 vote "NPCs autonomously..." [+]"NPCs autonomously choose what to do next out of a large collection of possible actions, based on their assessment of which will have the best outcome for them. (Disclaimer: I worked on this.)" --Emily Short... Vote for this game | |
The Battle of Walcot Keep, by Steve Breslin, Eric Eve, and Lindsey Hair 1 vote "sceneplay is nice and the randomness spices it up; planner NPCs!" [+]"sceneplay is nice and the randomness spices it up; planner NPCs!: Nate Cull's and Steve Breslin's RAP's importance regarding this topic cannot be overstated. Kind of sad it took until now to list this here, too (would not have minded at all if Mr Breslin would have listed it himself)" --DAB... Vote for this game | |
Poll created on October 10, 2008