Video of the (currently unnamed) Space Prototype's AI in action. To learn more about the upcoming game, check out the official devlog at:
http://bluebottlegames.com
In this video, I have a test ship layout with a few interactive fridges, toilets, and beds. I start by spawning a handful of AIs, and then click on them to see what they're up to.
Currently selected AI has a bracket around it, and will show info in a pop-up thought bubble and on the UI at bottom. From left-to-right:
Portrait and Name of AI
Message Log: History of AI's interactions, as well as whether the interaction was planned based on remembered info, or randomly tried for the first time.
Priorities: Current priorities for this AI. Lower number is a bigger problem.
Queue: The currently queued interaction(s), their target, and the remaining time to complete (in seconds).
Current Anim: debug animation info.
CO Inv: This AI's current inventory. (CO means "condition owner")
Note that these AIs know absolutely nothing about how the world works when spawned. So they are trying things at random, remembering the effects, and making future decisions based on whether those remembered effects will help current priorities.
So they're pretty dumb :)
But, they should be learning every second. And hopefully, training them up enough will produce some AI "basic knowledge" data files I can use when spawning AIs in the eventual game.
Music is by Josh Culler, and is an unreleased track from the NEO Scavenger project.