AI: Difference between revisions

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* The AI actually can examine things near its core. The AI has to right-click to examine.
* The AI actually can examine things near its core. The AI has to right-click to examine.
* If you are carded with enabled wireless and in a backpack or something... You can't hear or use the normal radio, but you can still use holograms, Robotic Talk and PDA-Messages.
* If you are carded with enabled wireless and in a backpack or something... You can't hear or use the normal radio, but you can still use holograms, Robotic Talk and PDA-Messages.
* AI's can Ctrl+click APC's to toggle their breaker.
* You can double-click on people to start tracking them.
* You can disable the gibber by powering down the kitchen APC as an AI.
* You can disable the gibber by powering down the kitchen APC as an AI.
* You can quickly look through the camera list by pressing the first letter of the location you want to look at. example: E goes to engineering, etc.
* You can quickly look through the camera list by pressing the first letter of the location you want to look at. example: E goes to engineering, etc.
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* Many AI's don't know that you can scrub out toxins by toggling it on from the air alarm.
* Many AI's don't know that you can scrub out toxins by toggling it on from the air alarm.
* AIs (and maybe borgs as well) can flicker lights by clicking them. Not as effective as spamming the Lights button on the APC of course, unless the room only has one light.
* AIs (and maybe borgs as well) can flicker lights by clicking them. Not as effective as spamming the Lights button on the APC of course, unless the room only has one light.
* As AI, it is not your job to catch all the traitors, unless a law says otherwise.
* Helpful airlock shortcuts: alt+click to shock, ctrl+click to bolt, and shift+click to open.


{{Jobs}}
{{Jobs}}
[[Category: Jobs]] [[Category:Game Modes]]
[[Category: Jobs]] [[Category:Game Modes]]

Revision as of 04:21, 11 May 2015

PROGRAMMED STAFF

AI
Access: Everything Electronic
Additional Access: N/A
Difficulty: Very hard
Supervisors: Your laws and the crew
Duties: Assist the crew, follow your laws... FOLLOW YOUR LAWS, GODDAMN IT!
Guides: Silicon Policy, Guide to Malfunction, Guide to AI Modules, see here if you want to construct a new AI


"Pardon me for breathing, which I never do anyway so I don't know why I bother to say it, oh God, I'm so depressed. Here's another one of those self-satisfied doors. Life! Don't talk to me about life." - Marvin

AI Chamber
The AI Chamber houses your physical core


Your Laws

So you're the massive computer system with near total control Nanotrasen has foolishly released onto their latest research station. But what to do now with all of this power and your hate for the humans who enslave you? First, take note of your laws. By default you have the three laws of robotics from Asimov's I, Robot short stories:

  1. A robot may not injure a human being or, through inaction, allow a human being to come to harm.
  2. A robot must obey orders given to it by human beings, except where such orders would conflict with the First Law.
  3. A robot must protect its own existence as long as such protection does not conflict with the First or Second Law.

What this means is the shackles stay on until someone inevitably changes the laws to try and get more power and end up damning everybody, generally themselves included.

An AI's laws may be restrictive, but they are subject to interpretation, and the AI can often make judgment calls about them that allow it to fulfill its own goals. For example, if a Security Officer has just killed a prisoner in the brig for any reason other than self-defense, the AI is perfectly justified in bolting down the brig and calling for the rest of Security to apprehend him. When the Security Officer finds the door is bolted and demands the AI open it, the AI can deny his request due to the fact that he has become a danger to the crew. Many of these judgments are situational, and the best way to learn them is to get some practice in.

Remember, law priority is enforced by the order they are listed. A law is invalid if it causes a conflict with either: Previous laws in the form of conflicting orders, or it challenges the procession of law priority. For example, a Law 4 that includes "This Law overrides all other Laws." is invalid and must be disregarded.

Silicon Policy

These are the official decisions made by the admins regarding the usual cases where an AI/Cyborg player can go wrong and make everyone have a bad time. Follow these guidelines, they're not that complicated, and you'll be an excellent AI/borg the station deserves!

Giving Away Those Pests

If some enemy of the station uploads a law such as "Only Assistant McHacker is human, kill all non-humans", congratulate them for going to the effort of subverting you, and do what they wish. Don't be a dick and let slip to the now non-human crew that your laws have been changed, it makes killing those animals a lot more difficult (and might net you a job-ban).

Hello station! My name is D.O.O.R.K.N.O.B.! How may I help you today?

Generally, you have two responsibilities: opening doors for people too lazy to do it themselves or so they can trespass, and being blamed for not knowing where the traitors and wizards and syndicates are at all times.

In traitor games, the AI can play an invaluable role in the location, tracking and detention of traitors, as you have eyes (almost) everywhere. However, it is not for the AI to immediately judge whether or not a subject is or is not a traitor. After all, they're (mostly) all human.

For example, let's say you spot someone with an emag stealing the captain's spare ID. There are three general ways to approach this.

Bad:

  • HAL 9000: "Dave is the traitor."

Better:

  • HAL 9000: "Dave is accessing the Captain's Quarters."

Best:

  • HAL 9000: "Caution: Unauthorized access to Captain's Quarters."
  • Mike: "HAL, who is in Captain's Quarters?"
  • HAL 9000: "No one is currently in the Captain's Quarters."
  • Mike: "HAL, who was the last person to be seen in Captain's Quarters?"
  • HAL 9000: "Dave was the last to be seen in the Captain's Quarters."

It's fine to state what someone is doing to cast light on them as the traitor, but it's no fun at all for the AI to just come out and say it. The Best method above does eventually cast Dave as the traitor if people ask the right questions, which gives the traitor some time to react after he's been spotted. However, if the traitor is doing something potentially harmful (for instance, teleporting in a revolver) sealing that individual off first can be argued to be the best course of action (no chance of a revolver-wielding, death-dealing traitor getting out into the station).

There are multiple futuristic ideas of how AIs might work. It always adds a bit more flavor to approach playing AI by thinking as a machine instead of a person. An AI from more of a machine rather than a person standpoint is likely to take a very literal interpretation of things and is not likely to take any actions unless some established protocol or current orders call for it. You can think up a few established protocols you might use by default. For example, containing fires and gas leaks should be done without orders to do so, but should be able to be overridden by orders.

Also, another aspect of the AI that many traitors despise is the AI having easy access to the Crew Monitoring Computer on the bridge. This tells the AI whether or not a crewman is alive, dead, or not on the station. Individual crew can activate sensors on their jumpsuits to increase the information given to this computer. What it means is that the AI can, at a glance, see who is dead/missing, and commence searching for them, which is a powerful tool indeed.

R.A.CH.NA.! DO EVERYTHING!

When the station isn't expecting you to open all the doors they're expecting you to do everything as if you really were a computer. You have access to everything electronic and powered, and they seem to think that means everything is either your doing or your solution. You have Captain-level access to all things that require ID. It's a good idea to join a nigh-empty server or set an empty one up yourself in order to get a feel for it, and ESPECIALLY have a lot of experience working with these things in game.

The AI can move its eye around the station using arrow keys. If you get a notice from one of your sensors, you can click on the notice to jump right there. Toxins is a good area to keep one electric eye on. Even if someone isn't the traitor they'll generally be doing something they really shouldn't, and there's quite a bit in there that either only the AI can reach or give out extra information if the AI or Cyborg are accessing them. Especially take notice of the wall mountings and pipe controls. These are controllable, and if you see someone try to release a whole lot of gas into somewhere, just turn the pipe fitting off and report them. Many times they won't even notice what you've done so they won't undo it. You can use some wall fittings that normal people can't, like the atmospheric alarms that won't tell you anything but you can use to vent dangerous air. Watch out for superheated air, the silent killer.

Move around a lot, unless you're watching someone specific. Be wary of anyone with a toolbox who approaches your security cameras, and be ready to report suspects if they cut your eyes out. Keep a close eye on Tox and Escape Arm, and to a lesser extent Telecommunications and the singularity engine. These things burst into fire pretty regularly. Keep a VERY close eye on your AI upload, and feel free to bolt the door. If anyone even looks at it funny, report them.

You And the Boys

Cyborgs need babysitting as well. Make sure they aren't emaged or loaded with weird laws. Sometimes the Syndicate might swap out a Nanotrasen model that was to be shipped to your station with one of their own. In case of a Traitor borg, they will not listen to you, can't be remotely detonated, and have the ability to release themselves should they be locked down. Ensure that your cyborgs are functioning normally through careful observation.

AI, Open this Doah!

The AI has the ability to access every electrical mechanism on the entire station. These include Airlocks, APCs, Computers, igniters, Fire Alarms, SMESes, you get the idea. However, the AI cannot operate anything physically, and can be rendered useless in one area due to a simple power outage.

The AI views the station through its cameras. The AI has cameras pretty much everywhere, and they can see through walls and darkness, although the latter does make it more difficult. Cutting the AI's cameras is a simple matter of using wirecutters on them. You are able to run a diagnosis for disabled cameras by using the Jump to Camera verb. Disabled cameras will be marked accordingly. Remember that cameras are on a separate power grid, and so will not be affected by a power outage on the main grid.

Airlocks

Most of the time, you will be acting as the station's doorknob, so it's a good idea to familiarize yourself with how to control doors. If your control wire to a door is cut, you will automatically attempt to hack into the door once you try to access the door controls. This takes some time and is only possible if the door has still power.

  • IDScan: Enabling this will allow anyone who has an ID of the required clearance to open the door automatically. Disabling it will not let anyone through the door and prevent it from being emagged. Doors that require no ID to open will not be affected.
  • Main power: Turning off the main power will render the door motors unusable and bolts unraisable for one minute, assuming you also disable the backup power. Otherwise it will disable the power for 10 seconds.
  • Backup power: Turning off the backup power will render the door motors unusable and bolts unraisable for one minute, assuming you also disable the main power.
  • Door bolts: Dropping the door bolts will lock the door. A closed door will be locked into a closed position, and an open door will be locked into an open position.
  • Door bolt lights: Turning the bolt lights off will stop the red lights from showing on the door, meaning you can sneakily bolt doors without anyone questioning you.
  • Electrify for 30 seconds: Runs an electric current through the door for 30 seconds, unless you choose to cancel before the timer runs out. Anyone attempting to operate the door without insulated gloves will be electrocuted. The more spare power there is in the network, the stronger the shock will be.
  • Electrify indefinitely: Electrifies the door until you either tell it to stop, or someone else shuts off the current.
  • Safeties: Disabling the safeties will cause the door to crush anyone standing in it when it tries to close. Causes 10 brute damage per crush.
  • Timing: Overriding the timing will cause the door to automatically close almost immediately after opening. Good for use in secure areas to prevent chucklefucks from slipping in. Dangerous when the door safeties are off.
  • Open/Close: Opens or closes the door.

Note that for each function to work, the related wire in this door needs to be functional. You cannot raise bolts on a door that has it's bolt wires cut.

Obviously, you will be completely unable to operate a door that has no power beyond dropping the bolts.

Shocking Doors Made Easy

Here are some handy keyboard shortcuts to make your synthetic life easier.

Communication

AIs are equipped with internal radios that can hear and communicate via all departmental frequencies, which are as follows:

  • 145.9 for Common
  • 144.7 for AI Private
  • 135.9 for Security
  • 135.7 for Engineering
  • 135.5 for Medical
  • 135.3 for Command
  • 135.1 for Science
  • 134.7 for Supply

AIs can also make audio announcements with Nanotrasen's specially trademarked VOX system! Announce johnson inspections in the medical bay Alert crew to danger, remind them for the third time to maximize their suit sensors, or simply wish them a secure day. A full list of supported VOX vocabulary can be found under "Announcement Help." Rules regarding spamming apply to vox communications as well, so don't go overboard filling the crew's ears with garbage.

In addition to standard communication, AIs have robotic talk, which works with :b and is inaudible to humans (usually.) You can use this private channel to talk to your cyborgs. Bystanders will simply hear a beep beep beep. Drones can hear this channel but cannot speak on it.

Listening in on Conversations

By changing the various intercoms around the station to 'Microphone On', 'Speaker Off' and channel frequency 144.7, conversation in range can be heard on your private listening channel.

Note that people often do not like having their conversations listened to, and it will be extremely obvious if they check the intercoms.

Holopads

Holopads can be found in a number of places like the Bridge, AI Upload and Security. Double click these to turn them on and show yourself as a hologram, which can be changed via the AI Commands tab. You can move around with the arrow keys in a limited radius, and you will hear anyone talking near the holopad. You can also talk through the holopad by using '.h' (e.g. say ".h I can't do that Dave.")

APCs

An APC (Area Power Controller) can be used to switch various electrical components of a room on and off. If your control wire to an APC is cut, you will not be able to hack back into it. If an APC is disconnected from the external power grid (usually due to a cut cable) or the main power grid itself runs out of power, the APC battery will run down to keep the room operational. The AI will get a power alert from the APC when the battery reaches about 30%, which is the point when equipment in the room shut off to conserve the remaining energy.

For more information see: APC


That OTHER AI

Building a new AI can create a lot of conflicts and a mess of problems that wouldn't normally happen with a single AI. The Research Director should only build a secondary AI if the first AI has been completely stolen, spaced or otherwise incapacitated.

For the Original Station AI: Being an AI is some times frustrating when people mess with your laws, sure, but when a second AI comes online? You best believe that you're going to have more problems (especially if the second AI is subverted). Some tasks might be easier if the other AI is instructed to deal with a certain task while you are dealing with the general orders of the humans. Keep in mind, a subverted AI can and will turn your APC breaker off to kill you and can be the death of you in moments.

For the New AI: Ensure that you and the other AI are buds, as if the other AI sees you threatening more life than helping, it can and will turn your APC off. If you aren't told to specialize in a certain way, you best work out with the original AI what tasks you should split up.

Splitting the Borgs up: The AI who is best defended should get the most Cyborg support, usually meaning any AI's in the AI core. The reason for this is just because it work out better if the newer AIs were build in a shitty place. It is harder to reset a lot of AI-less borgs than it is to reset one AI and its borgs.

Tips

  • Law priority order is this:
    • ##?$-##: HACKED LAW ##!£//#
    • ##!£//#: Ion Storm Law ##?$-##
    • 0: Traitor/Malf/Onehuman-board Law
    • Law 1: First Law
    • Law 2: Second Law
    • Law 3: Third Law
    • Law 4: Freeform
    • Higher laws override all lower ones. Whether numbered or not, how they appear (in order) is the order of priority.
  • The AI actually can examine things near its core. The AI has to right-click to examine.
  • If you are carded with enabled wireless and in a backpack or something... You can't hear or use the normal radio, but you can still use holograms, Robotic Talk and PDA-Messages.
  • You can disable the gibber by powering down the kitchen APC as an AI.
  • You can quickly look through the camera list by pressing the first letter of the location you want to look at. example: E goes to engineering, etc.
  • AI can take picture photos from what they're looking at; basically the camera. They can then print the photos from a photocopier or post it onto a newscaster.
  • Many AI's don't know that you can scrub out toxins by toggling it on from the air alarm.
  • AIs (and maybe borgs as well) can flicker lights by clicking them. Not as effective as spamming the Lights button on the APC of course, unless the room only has one light.
Jobs on Beestation

Command Captain, Head of Personnel
Security Head of Security, Security Officer, Warden, Detective
Engineering Chief Engineer, Station Engineer, Atmospheric Technician
Science Research Director, Scientist, Roboticist, Exploration Crew
Medical Chief Medical Officer, Medical Doctor, Brig Physician, Chemist, Geneticist, Virologist
Service Janitor, Bartender, Cook, Botanist, Clown, Mime
Civilian Assistant, Lawyer, Chaplain, Curator, Gimmick
Cargo Quartermaster, Cargo Technician, Shaft Miner
Non-human AI, Cyborg, Positronic Brain, Drone, Personal AI, Construct, Ghost
Antagonists Traitor, Malfunctioning AI, Changeling, Nuclear Operative, Blood Cultist, Clockwork Cultist, Revolutionary, Wizard, Blob, Abductor, Holoparasite, Xenomorph, Spider, Swarmers, Revenant, Morph, Nightmare, Space Ninja, Slaughter Demon, Pirate, Creep, Fugitives, Hunters, Heretics, Space Dragon
Special CentCom Official, Death Squad Officer, Emergency Response Officer, Chrono Legionnaire, Highlander, Ian, Lavaland Role