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Is it true to say that your AI system consists of a web of interconnected entities? …And that these entities are in fact villages, NPCs, animals, beds, doors, fishing rods, and everything else including Quests too? Each of these entities are created by scripter who forms existing ‘logic boxes’ into a structure of a branching tree. And so every entity has its own tree, which is actually one big script which tells it what to do and how, depending on what branch is being executed. Than all of those entities are actually programs that run separately at the same time and they communicate with each other? Also if an entity does not know how to do something, it can request and receive new branches from another entity. E.g. an NPC asks a Village how to do some fishing in the area? Or NPC would ask quest entity if it needs to act some role in a quest and than saves this new behavior to itself as a new branch? Do I get the idea?
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Than what knowledge does a scripter need when injecting quests and implementing ‘living world’ in the AI editor? It appears that he ‘only’ needs to know how to assemble all of those ‘logic boxes’ together (like a lego). Or does he still code some parts manually when scripting quests and events?
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I like that you plan to share your work as PhD thesis, but is there even a chance of releasing the AI editor for modding community in some shape or form later? I do not expect you to announce any official WH plans for mod support, only your personal insight point of view… I imagine that a lot would have to be solved first before releasing something usable for modding… But still, I wonder because being able to mess with the world in such AI editor sounds interestingly powerful… (but probably naive…)
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Anyway, Where can we learn more about it? (I though something was published already) .
Good luck and thank you for all the hard work!
EDIT: UPPS… TOO LATE AGIN…