Comment by Animats
11 hours ago
This looks familiar to people who have seen how the more elaborate NPC systems work in major multiplayer games. There are lots of semi-independent NPCs, with some degree of overall coordination. Groups of cops or soldiers may have a commander program for tactical coordination, and there may be a higher level system deploying units for strategic purposes.
In games, what the NPCs can do is usually rather dumb. Move and shoot is usually most of their functionality. This keeps the overhead down so the system is affordable.
Gas Town may be a step towards AIs which have an ongoing sense of what they're doing. I'm not going to get into the "consciousness" debate, but it's closer to liveness.
What games are notable in this regard? The classic Majesty series comes to mind. UO aspired to complex NPC systems. Fable as well. I always dreamt of a more advanced Sim City-meets-MMO that just went all in on that.
UO? I don't remember any complex NPC systems there. Ultima 7 had daily schedules and the veneer of a functioning economy though
https://www.rockpapershotgun.com/why-fears-ai-is-still-the-b...