|
Robert A. Hayden (hayden@krypton.mankato.msus.edu)
An Expert System is sometimes considered to be a rudimentary form of artificial intelligence. Single minded in task, it is able to conduct research many hundreds of times faster than a human could.
An expert system is a research system and does just that, research. The system uses current information to make logical "guesses" and extrapolations about something unknown. First appearing in the engineering field and other physical sciences, these computer systems dramatically decreased the time required to take a product or idea from concept to execution by running simulations within itself, locating problems, refining the model, and repeating these steps, gradually working the "bugs" out of the system.
Level Intelligence Price ------------------------------ 1 1 Int 18,000 2 2 Int 35,000 3 3 Int 70,000 4 4 Int 105,000
Type Size Price
------------------------------------------------
General 10 times the size Mp x 20
of the Knowsoft
in Mp
Concentration 7 times the size Mp x 50
of the Knowsoft
in Mp
Specialization 4 times the size Mp x 100
of the Knowsoft
in Mp
NOTE: These prices are only guidelines and can vary
with the data. A Hermetic library (required for spell re
search) costs 100/Mp for example.
The maximum rating of that being researched cannot exceed the level of the Knowsoft.
To determine the amount of time it will take for the expert system to perform its task, multiply its rating by 50 and divide the base time required by this number. A level 4 system could perform a 200 day task in a mere day, for example.
Once the computer has finished its computations, the GM should secretly roll a success test. The target number will vary with the complexity of the task, but usually the rating of that being researched is used. Roll the number of dice equal to the Intelligence of the computer. If the check succeeds, the computer has produced a correct answer (but remember, the player doesn't know this.)
If the check fails, it must be determined if the computer realizes it has failed. Subtract the computer's intelligence from the previous target number. Roll the computer's intelligence in dice against this new target number. If you succeed, the computer knows it fails and informs the player. If the computer fails this check, it believes it has a working answer and gives it to the player. If the computer rolls all ones, use of the solution should have some kind of disastrous effect on the player.
If a computer fails, and knows it has failed, it can keep working. Allow the same amount of time to pass as previous and make the checks again, but lower the target numbers by one. A computer can continue on a problem a number of times equal to its intelligence.
Two days later he comes back. The GM rolls three dice with a target number of six and gets a 2,3 and 5. The computer has failed. The GM then rolls to see if the computer knows it. Subtract 3 from the target number of 6 and roll three dice, getting a 2,5, and 11. The computer knows it failed and tells the player, asking "Would you like me to keep working on it?"
If the player says yes, he can come back in two days and see if it is done right. If so, the program is completed and ready for cooking.