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Collective: Synthetic Characters

A reactive behavior architecture. High-level behaviors built on simpler, shared behaviors. Internal drives and agent perception of the user and the environment.

An action-selection algorithm walks down the hierarchy every cycle to generate actions. Motivations and perception modifies behaviors and action selection.

The individual players of the netrek team should be cynthetic characters that have game-specific goals and motivations that are modified by the information supplied by the user.