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> Once > you've finished your beta testing phase and release the game, the machine has > learned all it's going to learn, and the resulting behaviour from the player's > perspective isn't any different from T3's OOP approach. Does it make any real Correct, the system wouldn't be able to learn after beta. (Unless it can continually provide feedback to the author, such as in a MMORPG.) Learning from the user's inputs alone (without human intervention) would require unsupervised machine learning, which as you discussed later, is very dangerous, especially if the user wants to mess things up. (Even speech recognition systems are very cautious about this.) As far as making any real difference: I think that given the small sope of contemporary NPC conversations it doesn't make any sense at all to include machine learning. I was just thinking out 10-20 years. 10 years isn't so far out, because if I decide to unterake a graphical IF system I want an architecture that will last awhile. I haven't yet figured out how a machine-learned convesation system would affect the architecture, though. My thoughts proceed as follows: 1) Back in the mid 1980's I wrote several adventure games in basic or pascal. They worked ok. 2) When I looked over TADS/Inform, I noticed how nicely the OOP language correlates to the rooms, game objects, and parsing. While I was able to write an aventure without using OOP, it would have been much easier with OOP. 3) If I think that machine learning is the way to go, then what kind of language would facilitate both the machine learning and pattern matching? While OOP will work (just as basic/pascal would), there might be something better. I'm not sure what this is, but it's worth a ponder. -- Mike Rozak www.mXac.com.au
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