Trigedit and AIML

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08 Feb 2010 - 17:472321
Trigedit and AIML
Is there a quick way to set up AIML to work with trigedit for the mobs on tbaMUD?
Here is a link to what AIML is here.
I'm doing well with areas and quests, but I'd like the playerbase to be able to have some fun
with the mobs as well and I thought this would be a fun idea to toy with as chatbots can be pritty hillarious
and I already have AIML files to work with on an AIMbot. I only have a small amount of players so the CPU amount that the script would take running on all the mobs isn't a problem. If it could work with perlscripts that would be even better to finish my problem.


08 Feb 2010 - 21:542322
Trigedit and AIML
Quote tiredchris:
Is there a quick way to set up AIML to work with trigedit for the mobs on tbaMUD?
Here is a link to what AIML is here.
I'm doing well with areas and quests, but I'd like the playerbase to be able to have some fun
with the mobs as well and I thought this would be a fun idea to toy with as chatbots can be pritty hillarious
and I already have AIML files to work with on an AIMbot. I only have a small amount of players so the CPU amount that the script would take running on all the mobs isn't a problem. If it could work with perlscripts that would be even better to finish my problem.

As far as I know, noone has attempted to incoorporate a chatbot in tbamud.

As far as I can see, there are two issues here: Multiplayer environment + multimob environment. Also, you'd need to either call code outside the mud (like a perl script or similar) or implement a chatbot in C.

After having thought a bit about it, I think a viable solution would be to only allow certain mobs to have chat AI. Then run a seperate process that handles the talking. I'd probably use a flag on the few chatty mobs, and if the flag is set, I'd send things the mob heard to the AI process (like it is done with the "tell m-w" solution today), and back again using signalling.


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