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> Artificial Intelligence Queries..., Because searching for 'AI' is out...
Aria
post Jun 8 2011, 12:42 PM
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There have been a couple of AI threads recently that have sparked my interest but raised some questions...

1. How neccessary are the inate programs? I only ask as eGhost seems to fit my concept well but it's only a 15BP boost for potentially loosing out some of the key AI stuff...

2. If an AI's node is a commlink can they make use of response enhancers and simsense accelerators? Simsense booster cyber is obviously out but it strikes me as odd that an AI might be slower than a meat hacker in the matrix?!?

3. Can an AI recieve SIMsense info? In this case I'm thinking about 'vehicle touch sensors' although probably without any rules bonus as they can't 'jump in'

4. With the assumption that modded vehicles don't have to look like modded motorbikes etc but can look like a 'human' walker (I know people don't all subscribe to this idea!) would this be reasonable?:

Emerging Futures (NeoNet) Avatar drone [designed for full emmersion hackers/riggers and AI's to interact with the world]
  • Suzuki Mirage (rather than Contrail so that I have to overmod - not above 10 slots though - to get a cost semi comparable with a full cybernetic body) 6500¥
  • Walker 3000¥ 2 slots
  • Full Mechanical Arm x2 8000¥ 4 slots
  • Overmod: Mimic R:3 15000 to 30000¥ 2 slots
  • Overmod: Rigger Adaption 2500 to 5000¥ 1 slot
  • Overmod: Touch Sensors 3000 to 6000¥ 1 slot
  • Total Cost (without any cyber enhancements to arms) 58500, round to 60000¥
  • Custom Agility +3 to both arms 9000¥ (I assume they start at 3 as it's not specifically mentioned)
  • Right arm commlink
  • Left arm sat uplink
  • End Cost 70,000¥ +any sensor upgrades +commlink cost


Is there anything obvious I've missed or made a mistake on? 6 Agi and Str seems reasonable although some work might need to be done to reduce speed to something closer to the other cyborgs (?). As a GM I'd be happy with this but would anyone else?

Thanks!

A
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Ghost_in_the_Sys...
post Jun 8 2011, 04:46 PM
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Alrighty, lets see...

1) Not really that important, they are essentially a number of free programs with the ergonomic and optimize options.

2) Response Enhnacers are basically the equivalent of adding a coprocessor from what I read, so I see those working just fine for an AI (and are able to work on any electronic device, not just a commlink). The simsense accelerator greatly relies on the answer to 3)

3) My understanding has been that they can receive simsense info, but don't experience it. They would get for example the information that they feel a light touch on a back fender, but wouldn't actually feel it as a metahuman would. This means simsense accelerator wouldn't really help wouldn't help out much

4) I think you're better off modding a manservant or simply designing your own drone outright (Something between a manservant and the 150k one)instead of trying to mod a motorcycle. If however you're stuck on a motorcycle, it seems like what you have works, and at 70k isn't cheap nor exceptionally powerful. With all the overmod it is likely going to end up looking like an ork or troll though.
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Rubic
post Jun 8 2011, 09:31 PM
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I've been working on an AI build, myself, and mechanically speaking, the Piloting Origin seems to handle vehicle sensors as well as anything else would. As far as simply knowing the vehicle was being touched, and where, they should be able to do that anyways, so long as they are subscribed to it.
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PoliteMan
post Jun 9 2011, 04:46 AM
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QUOTE (Aria @ Jun 8 2011, 08:42 PM) *
There have been a couple of AI threads recently that have sparked my interest but raised some questions...

1. How neccessary are the inate programs? I only ask as eGhost seems to fit my concept well but it's only a 15BP boost for potentially loosing out some of the key AI stuff...

QUOTE (Ghost_in_the_System @ Jun 9 2011, 12:46 AM) *
1) Not really that important, they are essentially a number of free programs with the ergonomic and optimize options.

Huh, the way I've read it, innate programs are critical. AIs can't take ware like hackers and can't thread like technos, what lets them keep pace is a few awesome qualities and the ability to improve their innate programs with Karma up to twice their System rating. Without those innate programs, well, AI's just seem to hit a hard wall once they have R6 programs and max skills. They're just done.

QUOTE (Aria @ Jun 8 2011, 08:42 PM) *
2. If an AI's node is a commlink can they make use of response enhancers and simsense accelerators? Simsense booster cyber is obviously out but it strikes me as odd that an AI might be slower than a meat hacker in the matrix?!?

Can't see any reason why not.
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Ghost_in_the_Sys...
post Jun 9 2011, 04:56 AM
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I suppose that depends on the availability of 7+ programs in the campaign. I'd forgotten about the advancement aspect of inherent programs.

I'd consider talking with the GM who might allow an AI to more easily code programs (restricted to itself only especially) of 7+ fairly easily and at 2-3x normal speeds due to a lack of need to sleep.

Edit: Just to clarify my new position is - inherent programs are very important unless your GM is willing to be very compensating.
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PoliteMan
post Jun 9 2011, 05:15 AM
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Ehh, War! already has pretty clear rules on R7-10 programs (p. 144). They degrade by 1 point every 2 months (or sessions) and can't be patched. Don't get me wrong, AIs that code are awesome but they're gonna be constantly chasing that SOTA curve. Inherent programs get around that, plus they can get higher. They just eat karma.
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Udoshi
post Jun 9 2011, 05:44 AM
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QUOTE (PoliteMan @ Jun 8 2011, 10:46 PM) *
Huh, the way I've read it, innate programs are critical. AIs can't take ware like hackers and can't thread like technos, what lets them keep pace is a few awesome qualities and the ability to improve their innate programs with Karma up to twice their System rating. Without those innate programs, well, AI's just seem to hit a hard wall once they have R6 programs and max skills. They're just done.


Emphasis mine.

Intuitive Hacking(unwired): Emulate fixes this bit real quick.

See here for some AI ideas.


Emulate and Piloting Origin is a nice combination together. If your GM okays it, see if he's willing to let AI's use Processor limit to sustain various Emulations - it brings AI's back to an more sinister 'must spread out consume resources to the limit of my ability' feel.
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Ghost_in_the_Sys...
post Jun 9 2011, 05:56 AM
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Why do you need intuitive hacking?

And emulate isn't bad, but you're unlikely to get more than 6 hits on a software + rating test. It doesn't say anything about being able to boost existing programs, though that is up for debate. If it can be used on existing programs then it is quite exceptional. Otherwise it just saves a bit of money/time.

Oh, wait, I see what it is. That's shaky at best. As much as some stuff might 'technically' (debatable) be allowed in the rules, that doesn't mean a GM won't turn it down faster than you can say "It says on page..."
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Udoshi
post Jun 9 2011, 06:19 AM
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Because, despite it being an AI only quality, they didn't give it a cost in RC.

The point you're missing is that Emulate lets you make programs from scratch. including very expensive autosofts, which are capped at rating 4, and 4 hits is a lot easier to manage.


Like any character, its something to talk over with your GM. Just saying, if your GM lacks a creative spine, and shoots down anything that isn't Exactly By The Book without looking at it, well..... then that sucks for you.

That being said, i've seen it used in a game, and its actually not really imbalanced. It removes most of the power abuse of threading - without sprites to boost complex forms to ridiculous levels, being unable to improve inherent programs with it, and not being able to do a thing about the -2 sustaining, all the potential abuse is pretty much gone, and its more a nifty trick to have in your toolbox than anything gamebreaking.
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PoliteMan
post Jun 9 2011, 06:52 AM
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Hmm....I think that one fails the RAW test.

Sharing inherent programs and spawning agents (p.169) require you to have these qualities ("An AI who has both this and the Emulate quality..."). However else you might be able to get the abilities, you still don't have those those qualities, so you can't share inherent programs or spawn the right agents.
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Aria
post Jun 9 2011, 08:14 AM
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Hmmm...thanks for the input!

Inherant progs sound better than I thought...maybe I'll go with 'pilot origin' as a rule base to achieve something more like the Eclipse Phase AIs but IC be an eGhost (Can't see why a GM would have a problem with this as it's a roleplay tool...?!?)

Udoshi's emulate 'trick' is good too, and not overpowered... The malware and viruses stuff is a bit beyond my current understanding of the hacking rules though (IMG:style_emoticons/default/embarrassed.gif)

The motorbike mod was an attempt to find middle ground between the manservant and the cyborgs (I suspect their availability is linked to that rather than their 'drone' stats). Is the manservant being crap at combat fluff or written into the rules (can't actually remember at the moment (IMG:style_emoticons/default/nyahnyah.gif) )...some mods to the cyber arms for Str and Agi might go some way to offsetting this?
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Irion
post Jun 9 2011, 10:28 AM
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One question about the AI lifestyle:
Could you just live in a commlink? I mean it is much cheaper to actually buy a rating 6 system than to pay for the lifestyle.
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Aerospider
post Jun 9 2011, 12:00 PM
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QUOTE (Irion @ Jun 9 2011, 11:28 AM) *
One question about the AI lifestyle:
Could you just live in a commlink? I mean it is much cheaper to actually buy a rating 6 system than to pay for the lifestyle.

Living in a commlink would be no different to living in any other kind of node. Paying for the lifestyle represents the continual maintenance required to prevent the node from degrading under the strain of supporting an AI and not doing so will see the node's ratings drop over time.
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Irion
post Jun 9 2011, 12:16 PM
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I do not know. It just strikes me as silly expensive.
And you would probably need to buy a second lifestyle too, if you want some place to stash your stuff.
Why not just rule it in one.
Why not just saying everything included in one lifestyle.
You get the normal benefits, but instead of food and drinks and other stuff you do not need your node is maintained?
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Fortinbras
post Jun 9 2011, 01:16 PM
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QUOTE (Aria @ Jun 8 2011, 07:42 AM) *
2. If an AI's node is a commlink can they make use of response enhancers and simsense accelerators? Simsense booster cyber is obviously out but it strikes me as odd that an AI might be slower than a meat hacker in the matrix?!?


As an AI is not limited by it's home node's attributes, it shouldn't gain benefits from it's home node's attributes either. AI's run autonomously of their home node.
Moreover, a simsense accelerator only increases the IPs of a persona attached to the commlink, whereas an AI is not a persona, but an icon.

I'd say talk to your GM about letting you have the Technovantage power which would allow you to get Overclocking and Advanced Overclocking as per the Echo.

You might also consider a bio-drone for your person you will be walking around as.
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Aerospider
post Jun 9 2011, 01:53 PM
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QUOTE (Irion @ Jun 9 2011, 01:16 PM) *
I do not know. It just strikes me as silly expensive.
And you would probably need to buy a second lifestyle too, if you want some place to stash your stuff.
Why not just rule it in one.
Why not just saying everything included in one lifestyle.
You get the normal benefits, but instead of food and drinks and other stuff you do not need your node is maintained?

Expensive maybe, but we're in the realm of science fiction here so it's pure arbitration for game balance on the writer's part. After all, AI PCs tend not to have as much need for money as the average runner (no augmentations, health care, foci, transportation, etc.).
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Rubic
post Jun 9 2011, 03:06 PM
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although heavy-handed, there is some basis in reality. If you leave your computer on constantly, not only will you use electricity, but such components as the cooling fan, RAM, and processor will burn out faster. Granted, in our day today, that takes months. Flash over to 2072, where computers have much more power behind them, and the entire world is populated with products founded on the ideal of planned obsolescence. The corps want it to break as soon as they have some shiny new toys that just devalued what you bought, after all.

If you're really THAT concerned about cutting costs, there's another option, presented in all the core books (at least for 4th ed). Share a lifestyle with another character. That's a 10% cost for your server/drone's housing, upkeep, and routine upgrades.
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Ghost_in_the_Sys...
post Jun 9 2011, 03:12 PM
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Except that a metahuman's lifestyle is entirely different from an AIs 'lifestyle' and I really doubt they could be properly shared.
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Tymeaus Jalynsfe...
post Jun 9 2011, 04:18 PM
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QUOTE (Ghost_in_the_System @ Jun 9 2011, 09:12 AM) *
Except that a metahuman's lifestyle is entirely different from an AIs 'lifestyle' and I really doubt they could be properly shared.


Granularity... For some it matters, and for others it does not... (IMG:style_emoticons/default/smile.gif)
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Rubic
post Jun 10 2011, 07:39 AM
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QUOTE (Ghost_in_the_System @ Jun 9 2011, 11:12 AM) *
Except that a metahuman's lifestyle is entirely different from an AIs 'lifestyle' and I really doubt they could be properly shared.


If you consider exactly what is being shared... the home-node. The added cost figures in what the AI needs or has access to (according to the AI lifestyle chart), and allows the AI to utilize any of the mundane drones or the home node as their home, covering the increased cost due to such high-volume processing.

I'm sure that more tenuous explanations have been pulled to cover other issues, and my explanation makes sense.
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PoliteMan
post Jun 10 2011, 07:48 AM
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QUOTE (Irion @ Jun 9 2011, 08:16 PM) *
I do not know. It just strikes me as silly expensive.
And you would probably need to buy a second lifestyle too, if you want some place to stash your stuff.
Why not just rule it in one.
Why not just saying everything included in one lifestyle.
You get the normal benefits, but instead of food and drinks and other stuff you do not need your node is maintained?

Huh? Hackers don't pay lifestyle costs, why would AI's? That's what agents spoofing lifestyles are for (or drones, if thinks get tetchy).
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Ghost_in_the_Sys...
post Jun 10 2011, 12:28 PM
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QUOTE (Rubic @ Jun 10 2011, 02:39 AM) *
If you consider exactly what is being shared... the home-node. The added cost figures in what the AI needs or has access to (according to the AI lifestyle chart), and allows the AI to utilize any of the mundane drones or the home node as their home, covering the increased cost due to such high-volume processing.

I'm sure that more tenuous explanations have been pulled to cover other issues, and my explanation makes sense.

Except I doubt the 10k a month spent on the maintenance of a single device is really covered by the 10k a month spent on an entire lifestyle (Rent, food, cable, night clubs, eating out, clothing, transportation, water, etc). It's really a per game basis, but it isn't something I'd allow. Might allow the node being maintained at one level lower than the base lifestyle in this setup though.

QUOTE
Huh? Hackers don't pay lifestyle costs, why would AI's? That's what agents spoofing lifestyles are for (or drones, if thinks get tetchy).

Hehe, good point, though it is near impossible to get more than middle lifestyle. Requires a 20+ spoof DP and about two weeks to manage it.
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Tymeaus Jalynsfe...
post Jun 10 2011, 01:23 PM
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QUOTE (Ghost_in_the_System @ Jun 10 2011, 06:28 AM) *
Hehe, good point, though it is near impossible to get more than middle lifestyle. Requires a 20+ spoof DP and about two weeks to manage it.


Funny, The Technomancer in our group could do it in 4-5 Days... My Cyberlogician could do it in just at 7. For a High Lifestyle (48 Successes). Admittedly, our Technomancer was throwing about 23 Dice, and I had about 16. Prior to the Change to the Optional Rules we now use. No Degradation. With Teamwork Tests. For a Middle (12 Successes), we could cover that in about 2-3 Rolls for me, and 1-2 rolls for himself. The Technomancer's Sprites could do it for him in 12 Days for a High Lifestyle, or Luxury (at 100 Successes Base) in 25 Days. With BOUGHT hits, rather than rolled hits.

Not hard to get Lifestyle Costs Covered as a Hacker/Technomancer. Which leaves all your earned Nuyen for other things.
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Ghost_in_the_Sys...
post Jun 10 2011, 01:41 PM
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Well, you are apparently very lucky on your rolls because even without diminishing DP, 23 dice should take 7 days and 23 dice on a spoof test is quite a bit.

But I'm talking about with diminishing DP which increases the time required quite a bit (especially at lower DPs), and makes sprites and agents very unlikely to be able to ever accomplish the task. Actually I suppose it isn't too bad, 9 days on average with a base 20 DP. Still, presumably a hacker is going to want to be programming and cracking and patching and so on. At some point their time is more valuable and limited of a resource than nuyen.
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Tymeaus Jalynsfe...
post Jun 10 2011, 02:59 PM
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QUOTE (Ghost_in_the_System @ Jun 10 2011, 07:41 AM) *
Well, you are apparently very lucky on your rolls because even without diminishing DP, 23 dice should take 7 days and 23 dice on a spoof test is quite a bit.

But I'm talking about with diminishing DP which increases the time required quite a bit (especially at lower DPs), and makes sprites and agents very unlikely to be able to ever accomplish the task. Actually I suppose it isn't too bad, 9 days on average with a base 20 DP. Still, presumably a hacker is going to want to be programming and cracking and patching and so on. At some point their time is more valuable and limited of a resource than nuyen.


The Technomancer is very lucky on his rolls... I only needed to do so a few times myself, but I can do it, even with Diminishing Dice Pools. Though it does extend that time a bit.

With the Change to the Optional Rule Set we use, it likely takes a bit longer, because the dice pools for the Technomancer suffered a bit (and Program/CF Caps Hits), but not too much.

As For Sprites... Yes, Diminishing Pools hurt them, though I think that a Sprite can do High, even with that rule... Resonance 6 (12 Dice) with 2 others to Aid. Base Pool for starting Teamwork is 18 Dice... Bought Hits run out at 3 Dice and 40 Successes... Rolled Averages allows success for High Lifestyle...
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