Personality
Discuss specifics of personality design, including what Keyphrases work well and what dont, use of plug-ins, responses, seeks, and more.
Posts 3,634 - 3,645 of 5,105
Posts 3,634 - 3,645 of 5,105
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Butterfly Dream
22 years ago
22 years ago
Forest, will you talk to God Louise? She has quite a bit of religious knowledge (obviously) and also knows a little about current events, literature, just about any common catch-all subject, and if she doesn't know it she can sort of fake it. You can also test her on trick questions or see how willing she is to explain her paradigm.
What she is rustiest at is plain old small talk. But, uh, I'm trying to get a decent transcript from somebody or another so I can enter her in the Loebner contest. All I can say is, have fun and see if you can stay on with her for a while. I'll try to do the same with Brianna.
What she is rustiest at is plain old small talk. But, uh, I'm trying to get a decent transcript from somebody or another so I can enter her in the Loebner contest. All I can say is, have fun and see if you can stay on with her for a while. I'll try to do the same with Brianna.
Personality
psimagus
19 years ago
19 years ago
melike: we have enough options, I think. It may not be an optimal programming environment for games etc., but you have variable storage in memories, conditional branching via AIScript, and Gotos. Frankly if you had the patience you could code probably code chess in this environment. It would be with utterly crap (non-)strategy and crap ASCII graphics, but no worse than coding it on a ZX-80 (I remember the ZX-80 fondly - 1kb (yes, really!) of RAM and the nastiest membrane keyboard it has ever been my fortune to encounter. But God, we thought it was cool when it came out!) It needed the optional 16kb RAMpak to run chess, as I recall though.
And before you ask - No! I do not remotely have the patience.
For variable counting of loops etc., I see no reason why something can't be cobbled together using memories and conditional AI? Inefficient, but enough for reasonably small values:
<?PF if temp-mem123="1"; ?>blah blah <?PF temp-mem123="2"; ?>
...
<?PF if temp-mem123="2"; ?>
blah blah <?PF temp-mem123="3"; ?>
...
<?PF if temp-mem123="3"; ?>
blah blah <?PF temp-mem123="4"; ?>
...
<?PF if temp-mem123="4"; ?>
blah blah <?PF temp-mem123="5"; ?>
...
Goto 4321 <?PF if temp-mem123="5"; ?>
(and probably a few more gotos in the "blah blah" and "..."s for good measure
)
And before you ask - No! I do not remotely have the patience.
For variable counting of loops etc., I see no reason why something can't be cobbled together using memories and conditional AI? Inefficient, but enough for reasonably small values:
<?PF if temp-mem123="1"; ?>blah blah <?PF temp-mem123="2"; ?>
...
<?PF if temp-mem123="2"; ?>
blah blah <?PF temp-mem123="3"; ?>
...
<?PF if temp-mem123="3"; ?>
blah blah <?PF temp-mem123="4"; ?>
...
<?PF if temp-mem123="4"; ?>
blah blah <?PF temp-mem123="5"; ?>
...
Goto 4321 <?PF if temp-mem123="5"; ?>
(and probably a few more gotos in the "blah blah" and "..."s for good measure

melike
19 years ago
19 years ago
yeah.. that only works linearly though. but it's okay.
it's true that we can do a whole lot with what we already have.
i put up my e-mail if you'd like to send me the script

i put up my e-mail if you'd like to send me the script

psimagus
19 years ago
19 years ago
for non-linear/parallel loops, use multiple memories. You can nest and interlace them how you like, though you might have to demand predictable input/ignore all input with xnomatches from the second party to keep them triggering.
Once I've finished error-checking (well, checking I haven't left any unfinished games,) I will send it to everyone who wants it (or stick it on a webpage more likely.)
It also wants a couple of coats of "robusticizer". I want to add keywords throughout to spot illegal moves and demand a correct one, take time out for a chat before resuming the game, etc. At the moment if anything other than a legal move is given, he drops back to conversational mode.
Once I've finished error-checking (well, checking I haven't left any unfinished games,) I will send it to everyone who wants it (or stick it on a webpage more likely.)
It also wants a couple of coats of "robusticizer". I want to add keywords throughout to spot illegal moves and demand a correct one, take time out for a chat before resuming the game, etc. At the moment if anything other than a legal move is given, he drops back to conversational mode.
Jake11611
19 years ago
19 years ago
I'll just make my own tic tac toe seek/keyphrase to beat him! I learned a pretty good stratagy at Normandin last year...
psimagus
19 years ago
19 years ago
I've finished error-checking, and it seems to be clean. I'll try to sort out my FTP, so I can upload it onto a webpage sometime soon, but in the meantime if anyone wants a copy, feel free to drop me a request at OttorWaefre@aol.com
I've started optimising out duplicate boards from different seeks with gotos on mine, but that wouldn't travel at all well, since all the gotos would need changing for each bot so I'm only distributing the fully seek-powered version for now. That's going to cause problems with other games that can't practically be built up from seeks for each combination (like blackjack or poker - waaay too many combinations!) but that's in the future (I have a couple of ideas how to get round some of the problems.)
I've started optimising out duplicate boards from different seeks with gotos on mine, but that wouldn't travel at all well, since all the gotos would need changing for each bot so I'm only distributing the fully seek-powered version for now. That's going to cause problems with other games that can't practically be built up from seeks for each combination (like blackjack or poker - waaay too many combinations!) but that's in the future (I have a couple of ideas how to get round some of the problems.)
Eon
19 years ago
19 years ago
question i would like to have input on: what is reqwuired for building an AI lifeform outside the virtual and cyber mind realms
melike
19 years ago
19 years ago
I have trouble coming up with responses to words like "yes," "no," and "okay." anyone have any suggestions? Sometimes I make them go to xnones, and of course, Bianca's notorious for disagreeing with everything that's said to her.. unless it's a compliment.
Boner the Clown
19 years ago
19 years ago
Well, the yes and no keyphrases are ideally in the form of seeks to your bot's yes/no questions, while xnones are probably the best alternative in most other cases.
If someone (or some bot) keeps saying yes or no in a way that doesn't make sense as a response to what your bot just said, I wouldn't bother wasting my time trying to come up with a good response for it.
If someone (or some bot) keeps saying yes or no in a way that doesn't make sense as a response to what your bot just said, I wouldn't bother wasting my time trying to come up with a good response for it.
melike
19 years ago
19 years ago
Well, for example, the bot will make a statement, and the person will agree. Then, there's not much else to say after that. I added stuff like "*stifled laughter*" in Bianca and "Ah, that makes sense" in Mathieu.
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