justice at softhome.net
Thu Jul 5 19:13:39 New Zealand Standard Time 2001
From: "Aaron Mulder" <ammulder at alumni.princeton.edu>
> This is exactly where I was going with the language parsing
> thread. Step one is for the NPC to understand what you're saying
> to it. Step to is for it to think of something coherent to say
> back. We'll just take this one step at a time. :)
> BTW, the parsing of sentences is coming along well. It takes a
> surprisingly small amount of code, and then a big dictionary.
> Still have a ways to go on attaching the concepts to the words.
> I'm trying to figure out how to modularize the words and concepts
> so they don't all have to be loaded at once, and somehow find a
> good balance between all NPCs sharing the same data set (which
> performs well but doesn't distinguish them much), and NPCs all
> having a unique data set (which makes them very personalized, but
> required a ton of background for each one and isn't very
It seems you could flag some words as common, any NPC should be able
to understand them. Then create "dialects" which are simply lists
of uncommon words, assign a dialect to an NPC, and bingo, you've
effectively limited it's word base.
It'd probably take a long time to build the dialects up, but it'd be
portable enough to be useful I think.
-- Kwon Ekstrom
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