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Old 09-07-2013, 03:08 PM   #1
Agemegos
 
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Default 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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Old 09-07-2013, 04:04 PM   #2
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What relative skill levels ought the programs to use for Gunnery (Beams), Piloting (Spacecraft), Electronics Operation (Sensors) etc.?
There is no rule. It's a setting feature for you to decide.

Skill levels have no interaction with complexity under the standard rules.
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Old 09-07-2013, 04:38 PM   #3
Ze'Manel Cunha
 
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Default Re: Skills for AIs and robots

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What relative skill levels ought the programs to use for Gunnery (Beams), Piloting (Spacecraft), Electronics Operation (Sensors) etc.?
Price it out for the setting, I'd suggest making low end merchant grade as 12-13, and low end military grade as 14-16.
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Old 09-07-2013, 04:55 PM   #4
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Default Re: Skills for AIs and robots

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Price it out for the setting
Where are the rules for prices?
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Old 09-07-2013, 05:02 PM   #5
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Default Re: Skills for AIs and robots

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Originally Posted by Agemegos View Post
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.?
I use these rules. In short, it depends on how much you are willing to pay, but you can't purchase an AI with more than 16 points in any one skill, and most of the time it'll be significantly lower. The pre-defined skill packages can be found here - anything further requires GM permission.

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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Old 09-07-2013, 05:53 PM   #6
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Default Re: Skills for AIs and robots

Thanks, Langy.
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Old 09-07-2013, 05:56 PM   #7
Peter Knutsen
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Default Re: Skills for AIs and robots

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There is no rule. It's a setting feature for you to decide.

Skill levels have no interaction with complexity under the standard rules.
Didn't GURPS 3rd Edition have such rules?
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Old 09-07-2013, 06:28 PM   #8
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Didn't GURPS 3rd Edition have such rules?
As my sig suggests, I have no idea.
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Old 09-07-2013, 08:39 PM   #9
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Default Re: Skills for AIs and robots

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Didn't GURPS 3rd Edition have such rules?
Yeah, it did. I remember them from Vehicles 2E, but I'm sure they were elsewhere as well. Not sure how well they'd jive with 4th edition's Computer rules, but at least they're a place to start.
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Old 09-07-2013, 09:36 PM   #10
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Thanks, Langy.
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)
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