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JAW-

Cheers. I've been paying with the 'concept' in my head for years, doing all kinds of research and experiments here and there. Only the last year or two I can say I've actually been spending serious time on something that could really work.

The overal thing could be quite overwhelming when you first look at it. Let alone trying to explain it in a 'forum post'. That's one of the reasons why it's broken down in so 'bite sized chunks' - each of wich are actually pretty simple and very straight forward. Once the mechanism is in place, everybody should be able to create or add 'their own intelligence' to it - relatively simple.

I've also spend most of my time to prevent exactly that 'balance testing' you mention - Because I realise this is a cliche pitfall and could be an absolute show-stopper. But again, so far I'm still full of air, and still need to proof that all this bla bla will work :)

Game wise, I'm actually more of a techy. I'd love to be able to design my own characters, etc. But unfortunately I lack some serious skills in that area ;)
That's one of the reasons I'm developing something so 'generic' wich can be used for any type of game. In normal-life it would make more sense to code exactly what you need for the game you designed - saving you tons of time / money to develop ;)

I do feel the need to caution you though when starting on (what we call) 'game AI'. Quake style bots, etc. shouldn't be much of a problem - it's been done a 100 times. But something as over-ambitious as what I'm trying to explain will cost you an arm and a leg!

"emergent gameplay" is exactly what this is all about. (altough I must admit I had to look up the term to know what it was ;) I'd be interested what you mean with 'the other part' you mentioned. I'd be happy to share ideas if you like (dendanny@...).

Cheers,
-Danny