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Author Topic: Literate  (Read 2686 times)

Offline clockworkroutine

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Literate
« on: February 07, 2007, 05:45:33 PM »
So I've had this Idea for the past few days of implementing just a really basic program, using Rpg Maker 2003, that could at great lengths talk to me randomly about whatever.  Dialogues, would look like a single word flashing in the center of the screen followed by another word, that replaces it until the computer decides there to be an end.  Just like a game, speech has rules, the program would have to follow english syntax.  Such as a plural noun would make the end of a verb not end in "S" and those other grammatical rules.

Variables would determine the subject,
the tense the sentence would be written in (Past or Present),
the predicate,
how many nouns,
and so on and so forth.

I think I may piss my pants when I'm done with this project.
If I do succeed, this could make bounds in mine as well as your ordinary rpg's

If others would like to do a similar project I'm all for it,
but possibly could you write about your explorations as I will.

Oh and feel free to talk about conspiracies about AI taking over the world.  I love them, and I don't doubt that it isn't impossible.
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Offline DragonBlaze

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« Reply #1 on: February 07, 2007, 07:18:58 PM »
I had ideas of making an AI game like this a while ago, but it won't work, or at least it won't be simple. There are thousands and thousands of words in the english language. Even if you follow the rules of speech, they won't make sence a lot of times.

Heres an example.

I wrote a ball and swam down the street.  Random words that follow the rules of english, but yet makes no sence. In order for it to make sence, you would have to program like words, and which words could be used with what. Like you would have to associate the word wrote with letter, story, etc. But then you would have to associate story with wrote, read, listen, past and present tence. With thousands of words to work with, it'll be nearly impossible to create a web to work with. Even if you spend months making it so that it makes sence, the sentances would have no relevent meanings to them, just random sentences. In order for something like this to be used in a game, it needs to fit a personality, the persons past, a subject they like to talk about, their specific grammer, and mainly that they're talking to you. But without being able to talk back to the character, you probably wouldn't get much info that really relates to the game.

Its a good idea, but it won't be simple, and it can't really be done with rm2k/3/xp, at least not in any ways that would be useful.
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Offline clockworkroutine

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« Reply #2 on: February 07, 2007, 07:53:27 PM »
I thought about that,
Really rather my main reasons for creating this program is to spur ideas for a story, without work.  I have a deep love for literature, and I just wanted to combine the two, programming and literature that is.

What I planned on doing was that I'd use variables for different types of nouns.  Basically I'd seperate living nouns and non-livings nouns, this in turn doesn't allow for say a non-living noun to speak, which is to also say that verbs are seperated into types as well with variables.  Going beyond that I wanted to create a memory system somehow, of what the AI had said, and whether what his views on a subject were positive or negative, thus giving the AI opinion.

Besides if none of this turns out how I want I think it would be pretty neat to see what sentences can come out of a computer, which is said to have no mind.

Programming consciousness, thats scary.
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Offline Darkfox

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« Reply #3 on: February 07, 2007, 08:18:15 PM »
I can imagine it would be a lot like a random sentence generator."

"Gas makes my dog run like flowers."
"Jolly is happy whipping tree."

It would be interestingly funny though.
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Offline Trevlac


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« Reply #4 on: February 07, 2007, 09:13:44 PM »
Or you could just invest all that time in having people speak a random phrase chosen from about 50 common phrases and 20 specific ones to that person. It'd be simpler and more realistic...not to mention save months or possibly years of time.
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Offline clockworkroutine

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« Reply #5 on: February 07, 2007, 09:23:08 PM »
     "Or you could just invest all that time in having people speak a random phrase chosen from about 50 common phrases and 20 specific ones to that person. It'd be simpler and more realistic...not to mention save months or possibly years of time."-trevlac

that's not what I want though,
It wouldn't please me at all,
I believe it will be a continuing process,
First I'm going to start out with a limited number of words,
the most common that I can think of.
Then as I find more and more ways of how the language works I'll add in other words.
It'll be fun for myself.
No need to worry,
I through out some beta's for the public.
Even if it fails I'll throw out something.
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Offline Trevlac


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« Reply #6 on: February 07, 2007, 09:35:11 PM »
Or you can just go research AI bots on the internet and learn how they work. Because your logic model is highly flawed.
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Offline Daetyrnis

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« Reply #7 on: February 08, 2007, 01:08:00 AM »
About the flashing words on the screen, I think there is a more effective way for showing this type of thing:

Hero names.

Use them like strings, assigning values (in your case, words) to them.  Then display them with n
  • .  This way, you can also check what word is stored in the hero's name.  Just go to the second tab of fork conditions, and change the parameters of the hero selection to "Name is _________".


I thinkk this task is very daunting, and I would never use my time to do it.  However, I wish you luck.
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Offline Trevlac


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« Reply #8 on: February 08, 2007, 05:03:31 AM »
There may be a display variable syntax within rpg maker (I know you can script it in XP) so you may just try using variables.

Honestly this is a job for RPG Maker XP.
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Offline Meiscool-2

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« Reply #9 on: February 09, 2007, 12:35:07 AM »
Quote
Originally posted by Daetyrnis
I thinkk this task is very daunting, and I would never use my time to do it.  However, I wish you luck.


Pretty much sums up my thoughts.
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