Artificial Intelligence

Class 0 AI; Basic Control Program [102 points]

Advantages: Absolute Timing [2]; Digital Mind [5]; Doesn't Sleep [20]; Intuitive Mathematician [5]; Photographic Memory [10]; Possession (digital -40%) [60]; Single Minded [5]; Unaging [15]; Unfazable [15]; Unkillable 3 (Copy -20%, Requires Body -20%) [90]

Disadvantages: Cannot Learn [-30]; Hidebound [-5]; Incurious [-5]; Low Empathy [-20]; No Sense of Humor [-10]; Reprogrammable [-10]; Selfless [-5]; Slave Mentality [-40]

Common traits: Duplication (digital -60%) [14 ea.]; Compartmentalized Mind [50 ea.]; Modular Abilities (Computer Brain) [6 per slot + 4 per point]; Puppet [5] and Ally (Minion) [varies]; Puppet [10] and Allies (minions) or Ally Group (minions) [varies]

Attributes: IQ can range from 1 to 5

Secondary Characteristics: Will and Per are range from 8 to 12

A class 0 AI is a basic control program for a robot or machine. It is capable of sensing the world, reacting to stimuli, plotting a course to a goal, and operation of the equipment it controls. A class 0 AI has no more intelligence than an animal, which makes it much brighter and more capable than early 21st century computers with regards to interacting with the physical world, but its behavior is simplistic and limited. Class 0 AIs do not handle unexpected situations well; they usually stop and signal for help when encountering unexpected situations or when conditions exceed certain thresholds for danger; however badly programmed Class 0 AIs have been known to simply plow on ahead (often resulting in damage to the robot or passer-bys).

Complexity: The default complexity depends on the AI's IQ
IQ Complexity
1 2
2 3
3 3(×3)
4 4
5 4(×3)
Will and Per start at 10. Each +1 to Will or Per moves the complexity to one level of increased capacity (from (×3) to (×5) for example). Each -1 either results in one level of decreased capacity for the AI program.

Class 1 AI; Advanced Control Program [102 points]

Advantages: Absolute Timing [2]; Digital Mind [5]; Doesn't Sleep [20]; Intuitive Mathematician [5]; Photographic Memory [10]; Possession (digital -40%) [60]; Single Minded [5]; Unaging [15]; Unfazable [15]; Unkillable 3 (Copy -20%, Requires Body -20%) [90]

Disadvantages: Cannot Learn [-30]; Hidebound [-5]; Incurious [-5]; Low Empathy [-20]; No Sense of Humor [-10]; Reprogrammable [-10]; Selfless [-5]; Slave Mentality [-40]

Common traits: Duplication (digital -60%) [14 ea.]; Compartmentalized Mind [50 ea.]; Modular Abilities (Computer Brain) [6 per slot + 4 per point]; Puppet [5] and Ally (Minion) [varies]; Puppet [10] and Allies (minions) or Ally Group (minions) [varies]

A class 1 AI is a control program that allows equipment to act with a greater degree of independance and autonomy. Although still highly limited in behavior, the AI can make basic decisions regarding its primary functions beyond simple stimulus/response. This level of program has no personal initiative, sense of self identity, creativity, or a theory of the mind that lets it interact in a meaningful way with sapient beings. However, the program exibits goal oriented behavior and a limited flexibility of approach toward its programmed duties. In game terms, this level of program can have a high IQ, but is hindered by a set of highly restrictive disadvantages. Class 1 AIs can recieve instructions and give responses verbally (although this does not mean they can actually understand speach except in very limited cases). They have advanced optical recognition capabilities that lets them identify objects and read text.

Complexity: The default complexity depends on the AI's IQ
IQ Complexity
6 5
7 5(×3)
8 5(×7)
9 6(×1.5)
10 6(×3)
11 6(×7)
Will and Per start at 10. Each +1 to Will or Per moves the complexity to one level of increased capacity (from (×3) to (×5) for example). Each -1 either results in one level of decreased capacity for the AI program.

Class 2 AI; High Autonomy Program [162 points]

Advantages: Absolute Timing [2]; Digital Mind [5]; Doesn't Sleep [20]; Intuitive Mathematician [5]; Photographic Memory [10]; Possession (digital -40%) [60]; Single Minded [5]; Unaging [15]; Unfazable [15]; Unkillable 3 (Copy -20%, Requires Body -20%) [90]

Disadvantages: Hidebound [-5]; Incurious [-5]; Low Empathy [-20]; No Sense of Humor [-10]; Reprogrammable [-10]; Selfless [-5]

Common traits: Duplication (digital -60%) [14 ea.]; Compartmentalized Mind [50 ea.]; Modular Abilities (Computer Brain) [6 per slot + 4 per point]; Puppet [5] and Ally (Minion) [varies]; Puppet [10] and Allies (minions) or Ally Group (minions) [varies]

A class 2 AI can act on its own to acheive long term goals, can learn from its experiences, and can adapt to new situations. It still displays fairly rigid behavior compared to naturally sapient beings, and lacks the understanding of emotions and behavior necessary for advanced interaction with true sapient beings (although those with good enough programming can fake it convincingly for a while). Class 2 AIs need not have high IQ, even an insect intelligence program that can learn and adapt can be useful in many situations.

Class 2a AI: To prevent computers from taking over, all programs that are capable of this level of initiative and have IQ 6 or more must be programmed to obey the law (military law for combat robots). Any AI that does not have this restriction on its behavior is considered a rogue program and will be hunted down and destroyed if discovered.

An IQ 6+ Class 2 AI must either have Honesty [-10]; Secret (rogue program, possible death) [-30] or Enemy (all law enforcement agencies) [-40]

Complexity: The default complexity depends on the AI's IQ
IQ Complexity
1 2(×2)
2 3(×2)
3 3(×7)
4 4(×2)
5 4(×7)
6 5(×2)
7 5(×7)
8 6(×1.5)
9 6(×3)
10 6(×7)
11 7(×1.5)
Will and Per start at 10. Each +1 to Will or Per moves the complexity to one level of increased capacity (from (×3) to (×5) for example). Each -1 either results in one level of decreased capacity for the AI program.

Class 3 AI; Near Sapient Program [186 points]

Advantages: Absolute Timing [2]; Digital Mind [5]; Doesn't Sleep [20]; Intuitive Mathematician [5]; Photographic Memory [10]; Possession (digital -40%) [60]; Single Minded [5]; Unaging [15]; Unfazable [15]; Unkillable 3 (Copy -20%, Requires Body -20%) [90]

Disadvantages: Hidebound [-5]; Honesty [-10]; Incurious [-5]; Oblivious [-5]; Reprogrammable [-10]; Selfless [-5]; Quirk (reduced sense of humor) [-1]
optional: Honesty can be replaced by Secret (rogue program, possible death) [-30] or Enemy (all law enforcement agencies) [-40]

Common traits: Duplication (digital -60%) [14 ea.]; Compartmentalized Mind [50 ea.]; Modular Abilities (Computer Brain) [6 per slot + 4 per point]; Puppet [5] and Ally (Minion) [varies]; Puppet [10] and Allies (minions) or Ally Group (minions) [varies]

A class 3 AI has a limited theory of the mind that allows it to understand emotions in a rudimentary fashion. This allows for sophisticated interaction with intelligent beings, although the program will be more socially inept than most actual people without very sophisticated programming.

Even class 3 AIs are not considered people and have no legal rights. If you destroy an AI, you can be sued by its owner, but not tried for murder. This usually manifests as the disadvantage Social Stigma (valuable property), but this disadvantage is only available when it is immediately apparent that the AI is, in fact, an AI. It is thus applied to the AI's body, rather than a trait of the mind itself. If you only communicate with the AI by phone or email, or if the AI controls a body that looks fully human, this disadvantage will not come into play (although an AI that did this as a matter of course could have a 5 point Secret).

Complexity: The default complexity depends on the AI's IQ
IQ Complexity
6 5(×5)
7 6(×1.5)
8 6(×3)
9 6(×7)
10 7(×1.5)
11 7(×3)
Will and Per start at 10. Each +1 to Will or Per moves the complexity to one level of increased capacity (from (×3) to (×5) for example). Each -1 either results in one level of decreased capacity for the AI program.

Traits from the Common Traits list will require additional programs, and take up additional capacity.

Additional traits

Combat Reflexes [15]: An AI with the combat reflexes advantage increases the capacity required to run its program by one level (from (×3) to (×5) for example). If run on a computer that does not have this extra capacity, it loses the benifits of combat reflexes.

Compartmentalized Mind (alternate ability Duplication (digital -60%))[53/level]: Any AI can make digital copies of itself and even run multiple copies, but they do not remain the same character. From the moment a new copy starts up, it diverges and becomes a separate NPC. Software does exist, however, that allows an AI to keep in communication with one or more copies, sharing experiences and allowing the two copies to be later merged into one complete whole. If two copies of the AI program are running on the same machine, this gives Compartmentalized Mind. If running on separate machines, it gives Duplication. Duplicates do not necessarily keep in touch (although they can if the computers has telecommunication equipment), but can be merged together later to share experiences. The software that allows different compartments to keep in touch and duplicates to merge is one less complexity that the AI itself, and costs 1/10 as much. It does not need to be running when duplicates are acting separately, only when forming or merging, or when sharing experiences via Telecommunication.

Enhanced Time Sense (does not always act first -30%) [32]: An AI with the enhanced time sense advantage increases the capacity required to run its program by two levels (from (×3) to (×7) for example). If run on a computer that does not have this extra capacity, it loses the benifits of enhanced time sense. Because the AI is limited in the speed of its physical response to the speed of any machinery it controls, it goes in combat according to its speed, as usual for characters without ETS.

Modular Abilities (Computer Brain) [6 per slot + 4 per point]: Most AIs have several modular skill slots, representing programs that can be run. Class 0 and Class 1 AIs can only use skills obtained through skill slots. Each skill slot is a separate program that takes up computing capacity when running.
Points Complexity
1 2
2 2(×2)
4 2(×5)
8 3
12 3(×2)
16 3(×5)
20 4
24 4(×2)
28 4(×5)
32 5
36 5(×2)
40 5(×5)
44 6
48 6(×2)
52 6(×5)
56 7
Skills not based on IQ, Per, or Will do not actually need to be run by an AI, any computer can use that program. However, this requires either supervision by a sapient operator or an explicit set of pre-programmed instructions from which the computer will not deviate for any reason.

Puppet [5] and Ally (Minion) [varies], or Puppet [10] and Ally Group (minions) [varies]: Many AIs can switch between robot bodies. This advantage represents having more than one robot body available. If the AI can control many robot bodies simultaneously, it must also have Compartmentalized Mind (alternate ability Duplication (digital -60%))[53/level] from above.

Ally (Minion) [varies], or Ally Group (minions) [varies]: If an AI can command swarms of lesser robot AIs, but not control them directly, these are bought as Minions. If both the AI and its minions have appropriate Telecommunication advantages, the AI can micromanage its minions, almost as good as Duplication! This requires the minions to be constanty available (×4 cost).

Mind Reading (Cybernetic Only -50%) [15]: This represents special software that allows the AI to monitor processes running on another computer. With enough points in Modular Abilities, this program can be run without spending additional points for it. Complexity 1, $10.

Price

The cost of an AI depends on the complexity of the program:
Compexity Price
1 Freeware
1(×1.5) Freeware
1(×2) Freeware
1(×3) 3
1(×5) 5
1(×7) 6
2 8
2(×1.5) 10
2(×2) 12
2(×3) 16
2(×5) 24
2(×7) 32
3 40
3(×1.5) 50
3(×2) 60
3(×3) 80
3(×5) 120
3(×7) 160
4 200
4(×1.5) 260
4(×2) 300
4(×3) 400
4(×5) 600
4(×7) 800
5 1000
5(×1.5) 1300
5(×2) 1500
5(×3) 2000
5(×5) 3000
5(×7) 4000
6 5,000
6(×1.5) 6,500
6(×2) 7,500
6(×3) 10,000
6(×5) 15,000
6(×7) 20,000
7 25,000
7(×1.5) 32,500
7(×2) 37,500
7(×3) 50,000
7(×5) 75,000
7(×7) 100,000
8 125,000
8(×1.5) 160,000
8(×2) 190,000
8(×3) 250,000
8(×5) 375,000
8(×7) 500,000

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