09-07-2013, 03:08 PM | #1 |
Join Date: May 2005
Location: Oz
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Skills for AIs and robots
I am [re]-designing a TL10^ (FTL and limited super-science in other things) spaceship using GURPS Spaceships, getting it ready for a campaign in which actual space combat may occur. My design has a Complexity 8 computer system. I want it to run an NAI piloting program, a sensor-operator program, a communications program, and several (about 10) dedicated gunnery programs. The idea is that the a human designating officer will tell the point-defence lasers which incoming torpedos and shells to fire at, and the (very-rapid-fire, improved) lasers will then aim and fire themselves.
I can work out using B.472 what combination of programs the system can run. I can work out using Ultra-Tech p.25 what the IQs of VAI, NAI, and DAI programs are at given complexity. What relative skill levels ought the programs to use for Gunnery (Beams), Piloting (Spacecraft), Electronics Operation (Sensors) etc.?
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Decay is inherent in all composite things. Nod head. Get treat. |
09-07-2013, 04:04 PM | #2 | |
Join Date: Jul 2008
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Re: Skills for AIs and robots
Quote:
Skill levels have no interaction with complexity under the standard rules.
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I don't know any 3e, so there is no chance that I am talking about 3e rules by accident. |
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09-07-2013, 04:38 PM | #3 |
Join Date: Jan 2005
Location: Stuttgart, Germany
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Re: Skills for AIs and robots
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09-07-2013, 04:55 PM | #4 |
Join Date: May 2005
Location: Oz
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Re: Skills for AIs and robots
Where are the rules for prices?
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Decay is inherent in all composite things. Nod head. Get treat. |
09-07-2013, 05:02 PM | #5 | |
Join Date: May 2008
Location: CA
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Re: Skills for AIs and robots
Quote:
The rules for AI prices are in Ultra-Tech. They boil down to +5% cost per +1 character point programmed in. I dislike those rules, as they're probably a bit too cheap, which is why I made new ones of my own. |
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09-07-2013, 05:53 PM | #6 |
Join Date: May 2005
Location: Oz
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Re: Skills for AIs and robots
Thanks, Langy.
__________________
Decay is inherent in all composite things. Nod head. Get treat. |
09-07-2013, 05:56 PM | #7 |
Banned
Join Date: Oct 2007
Location: Europe
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Re: Skills for AIs and robots
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09-07-2013, 06:28 PM | #8 |
Join Date: Jul 2008
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Re: Skills for AIs and robots
As my sig suggests, I have no idea.
__________________
I don't know any 3e, so there is no chance that I am talking about 3e rules by accident. |
09-07-2013, 08:39 PM | #9 |
Join Date: Nov 2009
Location: Oregon
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Re: Skills for AIs and robots
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09-07-2013, 09:36 PM | #10 |
Join Date: May 2008
Location: CA
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Re: Skills for AIs and robots
I probably didn't make it clear in that post, but in GURPS RAW there is no limit to the amount of skill you can give an AI. If you're willing to pay for it, you can give a Complexity 3 AI an IQ and DX of 20 and 40 points in every skill.
(note: complexity in the RAW gives the base or 'racial average' IQ, not the final IQ - it can be increased just like any other trait) |
Tags |
ai skills, artificial intelligence, sci-fi, spaceships, ultra-tech |
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