I think "The Sims" is obviously the jumping-off point for
future innovations, and I'm thinking that it's really
pretty close in some ways-- try thinking of the sorts of
neurotic conflict that two Sims could get into, sharing
a home:
- each has a cleanliness attribute, ranging from slob to
neatfreak
- each has a laziness attribute, from bum to workaholic
- each has an ego-level from doormat to narcissist
- when one roommate fails to meet another's cleanliness
standard, various approaches can be tried in turn:
- polite request
- annoyed nagging
- righteous fury
- suppressed silence
- responses to these approaches can be apologetic, or
defensive, or egomaniacal, or hypocritical, or
hypersensitive
- immature Sims will be reluctant to modify their impulses,
but as they gain maturity they'll build a model of their
neurotic patterns, and practice to work around them
- narcissistic Sims will be inattentive to others' feelings
- Sims can show more or less consideration (eg loud music)
This appears to reduce relationships to component arbitrary individual
tastes. Is there nothing in the relationship (sharing a home,
negotiating a business deal, inviting people for pizza and dvds) that
shapes the interactions?
Yes, I'm just starting small.
New webpage: http://www.robotwisdom.com/ai/neurosis.html