I would like to base my NPAs on two main features. Firstly on Shoham's
Agent Oriented Programming approach, which I mentioned in my previous
post (will post short summary and bibliographical info as soon as I find
the *&*$@ thing). Secondly on a kind of treat-based principle. Each
NPA has a set of treats, such as preceptiveness, greediness and
talkativeness. Perhaps also variable treats, such as mood. This would
allow the logic of ALL NPAs in one game (in one game engine, even) to be
inherited from the same super-NPA, based on these treats. The calculation
of a result based on the logic and the treats could be slightly based on
chance also to make it less likely that the player figures out the under-
lying processes.
You see, I have just about forgotten about the Shoham source info. This
is mainly to remind myself to post it next time I read news. Also, like
a couple of people have kindly pointed out, I do indeed mean to say
"traits" rather than "treats" in the above paragraph. It's been far too
long since I studied psychology.
/F