In our last post, we talked about limiting the ability of AI's to buy skills. Now that we've done that, we still need to know how much those skills will cost. There are two basic approaches: Buying skill levels, and buying skill points.
Buying skill Levels
When we use this option, programs perform the skills by themselves. We simply purchase the skill and install it into any artificial intelligence we want.
Easy Skills: | (Skill-1)/2 Complexity |
Average Skills: | (Skill)/2 Complexity |
Hard Skills: | (Skill+1)/2 Complexity |
Very Hard Skills: | (Skill+2)/2 Complexity |
Buying Skill Points
This method is the closest to the way that GURPS
Robots wrote things in 3e (though there are some notable changes). Its rather flexible, and works directly with
points. Each complexity gives a specific number of pointsComplexity 1: | [1] point in the skill | |||
---|---|---|---|---|
Complexity 2: | [2] points in the skill | |||
Complexity 3: | [4] points in the skill | |||
Complexity 4: | [8] points in the skill | |||
Complexity 5: | [12] points in the skill | |||
Complexity 6: | [16] points in the skill | |||
Complexity 7: | [20] points in the skill | |||
Complexity 8: | [24] points in the skill | |||
Complexity 9: | [28] points in the skill | |||
Complexity 10: | [32] points in the skill | |||
Complexity 11: | [36] points in the skill | |||
Complexity 12: | [40] points in the skill | |||
Complexity 13: | [44] points in the skill | |||
Complexity X: | [(X-2)*4] points in the skill |
Buying skill points has the advantage of letting the base stats of the host robot still matter, which is nice. It potentially allows for sky-high skill though, or incredible breadth (if we allow running 100 skill programs of low complexity all at once). It also scales skill levels faster than IQ scores. Its probably a good idea to check out limitations to AI to prevent skill levels from running away on us.
Complexity Vs. Cost
Complexity maps to Cost in Gurps: Ultra-tech, but that table comes with a caveat attached: its for specialized software, not mass market stuff. GM's may wish to think about if a skill program is especially common or in demand. Or conversely, if its more expensive than normal!
Buy Away!
These are the two models for buying skills for AI as software that I see suggested. Different people have different preferences. Remember the natural limits of AI skills, and have fun building your robots!
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