First off for complexity, that’s entirely dependent on the designer. Most test scenarios we’ve done so far require 2K - 3K different variables interacting within a given system, and an individual entity’s single decision rely on about 30 - 40 different variables. A lot of this is entirely automated however. The designer would really only need to create about 10 or so different variables, and DOT will manage the rest.
We have very little idea on stochastic linguistics We’ve created prototype projects that produced very interesting results from a predefined training set, but we haven’t done the full implementation of it yet. I would imagine that 90% of it would be very well managed, as dialogue is only created in accordance to the Dialogue Games paper that was published back in the 70s. I don’t think there would be much gibberish. It would start at an okay, and readable level and only get better from there.
I don’t recall ever saying single story. You define factions, and give them a set of plotpoints they need to hit. Each faction can have 256 different plot points, and it chooses the one that interests it the most. The world is started fairly far into the game since a lot of the plot generation is done as deep learning optimization problems through a blackboards system and a multiclass SVM sytstem for constructing the network itself. Every lower node within a blackboard is an instance of a faction specified by the SVM system and the requirements of the node above it. (No we won’t be using UE4’s blackboard. Yes its because we feel they didn’t do a good job optimizing it for our particular intentions.) If we didn’t start it fairly far into the world’s history, none of the network would be optimized and the player would be waiting for a really long time for anything interesting to happen. DOT automates when the world is ready for use by calculating a bayesian efficiency value over the entirety of its tree. When its greater than a value that’s predefined by the designers, its ready. We typically use 0.7. That implies that the SVM tree has 70% efficiency. In turn this translates to, if the king asks for iron, he will have iron delivered to him 70% as efficient as possible. Therefore, it takes 43% longer than the absolute minimum time it will take to deliver iron. The system will continue to optimize this and redraw sections of the network as time progresses.
As I said every faction can have a set of plot points. There is magnetic inevitability to the plot point that the upper most node selects.
So if a king wants to invade a country, the plot will continuously get pulled towards that as the tree attempts to optimize for it. (Of course pulling the player along for the ride as well); however, if that plot point is finished, the king will select a plot point that would require the closest tree to the one that it already has.
I’m not sure if what I said made sense. If it didn’t, let me know.