One of the rules I "houseruled" very quickly was the OJT such that you can't 
get above "well trained" or in some cases "expert" with the skill.  Day to day 
ordinary activities almost never bring you into circumstances in which you 
become a verifiable expert at your given skill.  Case in point:

Individual works as a computer operator for 10 years.  He's never given the 
security access to utilize commands that are above his pay grade (ie commands 
that would require an expert on the computer system to utilize).  He's never 
been exposed to the manuals that explain those commands (ie he's not improving 
his skill via the means of self-training via books or the written word).  Would 
you expect such an individual to become not only an expert within the field of 
computer operations, but be one of those people for whom publishing his 
thoughts would render him an instant authority in the known world?  Yet, with 
OJT experience, such an individual can become the expert in all things job 
related.

As the rules are written - OJT leave a little bit to be desired.  Also?  One of 
the house rules I used back in the bad days when a single 1/2 point gained an 
individual a foothold in a skill, I used to permit players who used a skill by 
default, or any skill at less than expert level (aka 16), to gain a single 
experience point in the skill used if - they get a critical success at a 
stressful time (ie no bonuses to the skill roll).  Even a crit failure was good 
for this simply because you learn from your mistakes as much (if not more!) 
than your successes.

In any event, those are house rules I used back in the day.

                      Hal

-----Original Message-----
From: [email protected] [mailto:[email protected]] On 
Behalf Of Onno Meyer
Sent: Monday, January 09, 2012 11:52 AM
To: The GURPSnet mailing list
Subject: Re: [gurps] A starkly astounding AI in 3E

Eric replied to me:
[...]
> Of course, a millennia-long empire might have super-ais programming 
> attack programs for other super-AIs in a spiral...

Hello Eric,

that was the idea. You 'seed' the AI with the best skill programs you
have, then send it out on a long mission (OJT without a teacher), and
evaluate if the experiences have improved the program. Perhaps even a
competition between several ships with the same initial program, or
different programs with various options: aim longer or shoot earlier? 

The problem may be to find new and challenging situations. How do you
train gunnery, tactics, and sensor operations if there is no shooting 
war with a peer competitor? To many wargames, and the AIs may rate 
each other for a hobby skill "wargames" and gunner (sports).

Then you load a computer programming skill program, and have the 
winner program the next round of 'seed' skill program.

> You might have the AI bogged down in administrative tasks for the ship 
> itself. This is a large vessel, and a significant number of slots could 
> be taken up by maintenance programs, etc (although a slave NAI on its 
> own hardware could be included to handle these, but maybe not).

As a robot, the AI can run a single C16 program or the equivalent
amount of lesser programs. In this case, I assumed that the 'key'
skill programs would be C15. Call it pilot, gunner for the main 
gun, tactics and strategy at C15, plus sensor operations and two 
dozen gunner for the secondary guns at C14, and there is plenty 
of capacity left for housekeeping. 
 
> Don't AIs typically face -4 penalties when in 'stressful situations', or 
> is that a 4e thing?

I don't recall that from 3E, but that's why I'm asking.
 
> In the end what you have done is outside the intended scope of the 
> rules.

Yes. That makes it difficult to use those ships in a game, but 
does it make them wrong?

> and for ais with super skill levels, doesn't the rule of 20 apply?

That rule was for default skill levels from super attributes. In
this case, the IQ of 21 isn't the problem, and DX 16 is almost 
normal. The points in skills are the problem. 

Regards,
Onno
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