Author Topic: UoA's Scriptease  (Read 1018 times)

Legacy_Squatting Monk

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UoA's Scriptease
« Reply #15 on: October 11, 2011, 08:35:54 pm »


               Yeah, I've been wanting to look at the way they structure their AI code. It sounds rather similar to MemeticAI, which I've been tinkering with and trying to update. I was wondering if I could glean something from seeing their AI in action.

Thanks, RK. I must've missed where they said which versions of JRE it works with.
               
               

               
            

Legacy_QlippothVI

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UoA's Scriptease
« Reply #16 on: October 11, 2011, 09:50:59 pm »


               Any contact info for those projects you could try?
               
               

               
            

Legacy_Rolo Kipp

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« Reply #17 on: October 11, 2011, 11:36:06 pm »


               <trying to connect...>

QlippothVI wrote...
Any contact info for those projects you could try?

Well, I received an email response from Duane Szafron, who was listed on the "participants" page, and was co-author of several of those papers that have me so hot & bothered <yes?> What? <you called?> No. <but I heard...> I said 'hot & *bothered*'. <oh, sorry. Carry on.>

I'm hoping more comes out of it, but we'll see.

<...the dots>
               
               

               
            

Legacy_QlippothVI

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« Reply #18 on: October 11, 2011, 11:54:50 pm »


               *Crosses his fingers*
               
               

               
            

Legacy_Fester Pot

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« Reply #19 on: October 12, 2011, 12:48:22 am »


               MemeticAI - haven't heard that in a long time!

Thought this might be useful for some.

FP!
               
               

               


                     Modifié par Fester Pot, 11 octobre 2011 - 11:49 .
                     
                  


            

Legacy_Squatting Monk

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UoA's Scriptease
« Reply #20 on: October 12, 2011, 01:24:03 am »


               Thanks, FP. I'd seen that before but lost it. That's one of the few genuinely useful papers they have on the subject. Most of the other stuff says something to the effect of "A concurrency control model is important, so we made an awesome one." Grr...
               
               

               
            

Legacy_Beerfish

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UoA's Scriptease
« Reply #21 on: October 12, 2011, 03:08:28 pm »


               I work at the U of A and one of the Scriptease dudes was at the pre dragon age toolset conferences.  Very nice guy.  Link below to a site I accessed via the U of A web site.

Scriptease site

I'm no scripter but I can poke around for contacts at the U of A if you wish.
               
               

               
            

Legacy_Rolo Kipp

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« Reply #22 on: October 13, 2011, 12:28:51 am »


               <buying Beerfish a drink...>

Beerfish wrote...
I'm no scripter but I can poke around for contacts at the U of A if you wish.

Oh, how I wish! :-)
See if you can find out something about Scriptease 2.
And the scripts.
And people who might not know this forum exists who might want to participate :-)

From Duane's email, I don't think they know NwN's community is still producing :-/ And he dropped a hint that they've been using Scriptease 2... So perhaps it's out but never released outside their courses. I don't know.

<...with a wooden silver>
               
               

               
            

Legacy_Failed.Bard

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UoA's Scriptease
« Reply #23 on: October 21, 2011, 02:14:38 am »


               I didn't manage to make it down there.

 I did come up with an idea for evolving behavioural patterns based on NPC perceptions and gossip though, that I'll make up the framework for this week-end.
 The string parsing needed for the gossip handling will be a pain, but everything else is just variable state manipulation, which is easy.
               
               

               
            

Legacy_Rolo Kipp

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« Reply #24 on: October 21, 2011, 03:57:24 pm »


               <coc... *roostering*...>

I'm quite interested. :-)
One of the systems I'd like to integrate into Amethyst is a bardic network that records PCs deeds (and even lets them give input, though that input is subject to review). The bard's tales will, in turn, establish initial (low value) relationships of variable weight (persistence) in NPCs that do not already have a relationship with PC.

As Rob Bartel pointed out, one of the challenges of CRPGs is "Tracking Giants" - recognizing and responding to PCs actions and behavior.

So, yeah. I'm pretty interested :-) 
Edit: Having a PC walk into a tavern and having the patrons hush and start whispering that "*She* is the one who took down the Wight Dwarf..." and some brave peasant screwing up his courage to buy her a drink... that would be pretty cool ;-)

<...an ear>
               
               

               


                     Modifié par Rolo Kipp, 21 octobre 2011 - 03:00 .
                     
                  


            

Legacy_Failed.Bard

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« Reply #25 on: October 21, 2011, 07:48:21 pm »


               

Rolo Kipp wrote...
...

Edit: Having a PC walk into a tavern and having the patrons hush and start whispering that "*She* is the one who took down the Wight Dwarf..." and some brave peasant screwing up his courage to buy her a drink... that would be pretty cool ;-)


  That part would be fairly easy to do in a PW as long as you're using a database.  You'd need to make a few template messages, the tlk table might even be able to be used for it though I haven't tried it much with custom tokens.
  All you'd need to store then is the type, the lore required to know the rumour, and the name of the other party.

  Due to the poor way the bioware DB handles stored strings, it wouldn't be practical to do this with it, but with the nwnx DB possibilities, much simpler.

  I think ideally you'd be storing: Lore DC, Rumour Type, Rumour Weight, Name (if needed) of the other party.

  As an example of how to feed it back in (All scripters seem to have their own token range preferences, mine is 42XXX):
<He/She>'s the one who <CUSTOM42001> <CUSTOM42002>.

Where CUSTOM42001 is verbage based on the type of act in the rumour and possibly intelligence/charisma or other determination based on the speaker (as example - butchered, hacked down, slew, killed), and CUSTOM42002 is the name of the one killed, robbed, kissed, etc..., including "the" when needed.

  For this aspect of it, you'd just need to hook into the OnPerception of any NPC or creature you want to be able to be affected by rumours.  It would work best as as int instead of a void main() type, so you could return TRUE/FALSE based on whether the rumour adjusted their behaviours or not, so you could bypass the rest of the OnPerception routine when needed.


  Tracking reactions based on behaviours is harder.  The "bigger" the act is the easier it is to account for.  Subtle adjustments are trickier, since they're far more variable driven and not as easily store in a database for persistancy.
               
               

               
            

Legacy_Failed.Bard

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« Reply #26 on: October 23, 2011, 12:15:14 pm »


                 I took a break from the system I was working on, and made an initial rumour system.  It requires the nwnx database plugin to allow for persistancy.  At the moment it's a single include file, with hooks in the creature OnDeath and OnPerception events to generate the rumours and have them repeated.

  I'll have to do a bit of set up to plug it into my mod for testing, and it is still in a simple state, the whole thing's only had three hours or so of work on it at the moment, but the core structure of it is all in place.
  It's just a more elaborate rumour repeating system (read: Lots of if statements) needed still.
               
               

               
            

Legacy_Rolo Kipp

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« Reply #27 on: October 23, 2011, 05:49:40 pm »


               <groans...>

Failed.Bard wrote...
 I took a break from the system I was working on, and made an initial rumour system.  It requires the nwnx database plugin to allow for persistancy.  At the moment it's a single include file, with hooks in the creature OnDeath and OnPerception events to generate the rumours and have them repeated.

Goddess! You guys keep pushing me to dive into NwNx. :-/
<stop grousing, wizard. you've been begging to be thrown into that briar patch for weeks>
Well... yes. But... Ok :-P
<...>
Quit smirking, Bother. We have work to do.
<we? what does a raven know about databases or lorebases or whatever you called the silly things?>
Hush. Bring me those SQLers... 

... but the core structure of it is all in place....

I am watching in fascination =)

[edit: Time for a new "Rumours"  thread, FB?]

<...theatrically>
               
               

               


                     Modifié par Rolo Kipp, 23 octobre 2011 - 04:51 .
                     
                  


            

Legacy_Squatting Monk

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UoA's Scriptease
« Reply #28 on: October 23, 2011, 10:01:57 pm »


               Tom Cassiotis has a nice rumor system on the Vault.  Vendalus uses it in his PRR system. I've toyed with converting it to use a MySQL database, but figuring out how to easily sort things into categories has been tripping me up. May be a good place to start, though. 
               
               

               
            

Legacy_Rolo Kipp

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« Reply #29 on: January 19, 2013, 06:50:52 pm »


               <going...>

Holy Moly, Mother of Magic!

U of A snuck out their Scriptease II Beta on me on Jan 4th!

WooHOO!!! <boss. please. not the snoopy dance>
Can't help it! the wiz can't help it! <*face wing*>

<...gazbonkers!>