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andrevasims

I found this search engine designed to filter out ad/engagement-based results, like those automatically generated articles with stock photos that don’t actually have anything worth reading

just to see what came up, I searched The Sims and found this page of notes on a talk that Matt Brown, a technical director/designer for The Sims 2, did in 2006 about how TS2’s AI works

idk anything about AI or the terms used for it so idk what it all means exactly, but it’s interesting to get that perspective that every little seemingly random/meaningless thing the game/sims do was at least partially thought out by the developers to keep the game engaging

and what sticks out to me most is the idea that the game has a level of AI that factors in what the player wants/likes to see? so certain events are more likely if the way you play indicates you like when that event happens? idk if I’m fully understanding it but that doesn’t sound totally out of place or impossible to create

I don’t know enough about the technical side of the game to prove it, and I haven’t exactly playtested this specific concept, but knowing this info from TS2′s technical director makes me think that sims are more likely to do things (and maybe less likely to do other things) based on your input.

For example, a sim might not autonomously use an object often or at all depending on proximity/motives, but if you direct them to use it multiple times this AI concept could mean that the sim will then become more likely to use it autonomously.

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