I've had a bug in my brain about AI for awhile now (have you been able to tell?), and with the recent discussions about new additions to the tech tree, I've been thinking of:
Proposed Artificial Intelligence Rules
Narratively, there are lots of different ways to go with AIs, as they are essentially a whole new race, or set of races, of NPCs. Mechanically, most of our actual game mechanics centers around research and production, so these rules will cover how AIs interact with those areas.
AIs, when used in research, would be attached to specific research teams (Revy, obviously, can have her very own) and provide extra dice to the research roll, to represent their unique insights. To start with, multiple research teams will be needed to support a single AI, but this ratio can be lowered as time goes on. AIs used in manufacturing would be attached to a factory and lower quarterly upkeep costs, and may provide bonuses or penalties to production capacity.
Traits: as AIs age and gain experience, they may gain positive and negative Traits. These Traits can provide bonuses or penalties to that AI: raising or lowering their research roll, the number of research teams needed to support that AI, etc. Every quarter you roll a d100 for each AI: on a 99-100 the AI develops a beneficial Trait (determined by GM); on a 01-02 the AI develops a non-beneficial Trait. Examples:
Smart: +5 to research rolls
Industrious: Factory run by this AI produces 5% more production units per quarter
Dependent: Requires 1 more research team to maintain that AI per quarter
Error-prone: AI requires 10,000 more credits of maintenance per quarter to keep running.
AI Traits will initially be hidden from us plebs (but see "Logic Probes" below)
Revised Tech Tree (replaces the three-member tree we had previously)
AI License Preparation
Prerequisite(s): None
Cost: 800
Benefit: Revy learns all the political, economic, and scientific barriers to working with AIs in Alliance and Citadel space, as well as reviewing the considerable research that has already been done in this field. Obviously this is a hot-button issue with the Council, but at least now you have a decent shot at getting a research contract.
Basic Blue Box AI
Prerequisite(s): AI License Preparation
Cost: 400
Benefit: Your basic monkey brain AI, if such a thing could be called "basic" considering VIs have the brains of a slug. Requires a "blue box" as big as a decent-sized room, much like the first computers, and just as temperamental. Generally cannot interact with the world except through basic text/voice.
Used in research, a basic AI provides an additional 4d10 in research dice, and must be constantly maintained by four research teams for that quarter to provide those dice. This does not affect how many dice the research teams themselves provide, but an individual research team only be assigned to one AI (so far). Revy can, obviously, maintain one AI of her own, all by herself, because she's awesome like that.
Used in manufacturing, a basic AI reduces quarterly expenses by 10%. These AIs don't require as much intense maintenance as research AIs, but each still requires one research team to provide basic maintenance and socialization. Alternatively the maintenance can be handed off to a specially-trained AI maintenance team, operating expenses 50,000/quarter
Each basic AI requires 10,000 credits per quarter in operating expenses.
Advanced Blue Box AI
Prerequisite(s): Superalloys, Mk II Arc reactor, Optical Computing, Basic Blue Box AI
Cost: 3200
Benefit: A straight-up improvement over previous blue boxes. The blue box itself is the size of a desktop computer, and can be loaded into a mobile frame if desired.
Research bonuses increase to 6d10, and only three research teams are required to maintain such an AI.
An advanced AI assigned to manufacturing reduces quarterly expenses by 20%. A research team or AI maintenance team can maintain two such AIs.
Mobile Frame
Prerequisite(s): Basic Blue Box AI, 5 meter mech
Cost: 200
Benefit: Can build small mechs that can AIs can drive by remote in real time.
Ride-along AI
Prerequisite(s): Basic Blue Box AI, QE Comms
Cost: 400
Benefit: You can have an onboard AI in your powered armor, aka Jarvis.
Pure Software AI
Prerequisite(s): Basic Blue Box AI, Mobile Frame, Ride-along AI, Optical Computing
Cost: 1600
Benefit: Does away with the need for a Blue Box. Pure Software AIs can be uploaded to anything with enough processing power to run them, which in practice still means a very powerful computer. Software AIs are less stable than AIs with dedicated blue boxes: when rolling each quarter for new Traits a Software AI gains a positive Trait on a 97-100, and a negative Trait on a 01-10.
Logic Probes (Basic)
Prerequisite(s): Optical Computing
Cost: 400
Benefit: Allows Revy or other research teams to analyze an AI to determine what positive and negative Traits an AI has, and attempt to remove undesirable ones. New Traits are recognized and identified automatically one quarter after they first manifest. Removing an undesirable Trait requires essentially taking the AI offline for a quarter, providing no research or manufacturing benefit for that time, and has a 25 % success rate. Revy can do this with her own personal AI without taking it offline, and with a 50 % success rate.
Logic Probes (Advanced)
Prerequisite(s): Logic Probes (Basic), Quantum Entanglement Comms
Cost: 1600
Benefit: Allows faster identification of AI Traits, surer removal of undesirables, and allows the possibility of adding known desirable Traits. New Traits are recognized immediately when the AI acquires them. Removing undesirable Traits have a 50 % success rate; 100 % for Revy operating on her personal AI. Desirable Traits that have been identified in other AIs can be added to other AIs with a 10% success rate, 25 % for Revy working on her own AI, and still requires the AI to be essentially offline for a quarter.
Growpamming
Prerequisite(s): Logic Probes (Advanced)
Cost: 400
Benefit: Allows a team to attempt to add known desirable Traits to an AI during the initial programming stage, with a 20 % success rate per desirable Trait.
AI Socialization Simulation
Prerequisite(s): Logic Probes (Basic)
Cost: 400
Benefit: Puts an AI in an environment that encourages the evolution of desirable Traits. When rolling for Trait acquisition, roll twice and take the better result. Requires AI to be taken offline for the quarter.
Advanced AI Simulation
Prerequisite(s): Logic Probes (Advanced), AI Socialization Simulation
Cost: 1600
Benefit: Integrates the AI simulation into the AI's normal runtime, removing the need for the AI to be taken offline to get the benefits.
Yeah, I kinda stole a lot of that from Schlock Mercenary, and the last bit is inspired from the simulation tube that Mega Man X was tossed in for 100 years.