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species_guidelines [2022/02/01 13:29] conan created |
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* **Artificial Intelligence** - AI is limited in the Orion Sphere LRP setting. While powerful computational devices exist (on the level of the ship computers in Star Trek), truly intelligent AI - Artificial General Intelligence - has proven to be very hard to create. The most advanced known General AI's developed by the Factions have the equivalent intelligence of a 5 year-old human child, and that is with millions of pre-programmed cues and processes to give it a basic mental structure to build from. The Factions represent the most technologically advanced beings in known space, so no species in the recent (10,000-years) timeframe of the game developed more powerful AI. Anything prior to this point hits the "no Ancient Species" guidance. Submitted Vassal Species cannot be AI's or purely artificial beings. However, the characteristics and tropes of AIs in media can be arrived at in other ways - servility, a preference for logic, metal bodies, uniform appearance - these are all aspects that can be applied to a vassal species in other ways. Evidence of more powerful Artificial General Intelligence may be introduced to the game via plotlines or through player action and invention. | * **Artificial Intelligence** - AI is limited in the Orion Sphere LRP setting. While powerful computational devices exist (on the level of the ship computers in Star Trek), truly intelligent AI - Artificial General Intelligence - has proven to be very hard to create. The most advanced known General AI's developed by the Factions have the equivalent intelligence of a 5 year-old human child, and that is with millions of pre-programmed cues and processes to give it a basic mental structure to build from. The Factions represent the most technologically advanced beings in known space, so no species in the recent (10,000-years) timeframe of the game developed more powerful AI. Anything prior to this point hits the "no Ancient Species" guidance. Submitted Vassal Species cannot be AI's or purely artificial beings. However, the characteristics and tropes of AIs in media can be arrived at in other ways - servility, a preference for logic, metal bodies, uniform appearance - these are all aspects that can be applied to a vassal species in other ways. Evidence of more powerful Artificial General Intelligence may be introduced to the game via plotlines or through player action and invention. | ||
- | {{tag>characters vassal_species}} | + | {{tag>characters species rules}} |