Thread Rating:
  • 0 Vote(s) - 0 Average
  • 1
  • 2
  • 3
  • 4
  • 5
AI Law Module Priority
#1
AI Law modules... they are confusing... they are messy... they are suppose to go:

Situation: (query?)

Does it break law 1? No. > Check law 2
Does it break law 2? No. > Check law 3
Does it break law 3? No. > Execute it (or check law 4)
And of course:
Does it break law 2? YES. > Will it break law 1 if you do not execute it? Yes > Execute it anyway.

But we all do not do this and I am not going to say we enforce this by a loooooooooooong shot.
But I know how Ion laws and new module laws and such can make it really upsetting and confusing in some cases.
Cause essentially the point of subuming AI's is to replace module 1 or upload a 0 Law (I seen this you coder nerds!) and that ain't right.

So I recommend 3 new types of Modules that are more "Flavor" if anything. Cause I know some Ion laws can be REALLY dangerous in the wrong AI players hands like: "The station is destroyed." And some AI players might start calling shuttle.... or borgs start dragging players to escape.
Most solve this kinda deal with a freeform module saying: Station is fine. Disregard <<Ion law>>

But I want to go abit over it...

So 1st flavor module is "Priority Module"
These techincally already exist as it's the 3 laws you spawn with. These will be labeled 'Priority' modules as in they take 'Priority' over other laws despite numbering.
It also means if someone reprograms these modules.... they will take 'Priority' over the freeform module. Sorta speak.

Second flavor module is "Command Override"
These are the modules if inserted override priority modules regardless of what they say. These are your: "Disregard other laws" clause in freeform, but now as a module it self. I am not saying the current freeform will get this, but I do think a "Command Override" freeform module should exist. As this will write in a 0 law.
Should we have a second freeform module with one outranking the other? Maybe... but for now this idea is 100% conceptual. For now the only module's I see being command overrides are the "Current captain is <person> law" and "Experimental Human law (aka silicons are humans now)"

The THIRD flavor module is "Upgrade modules"
You know the clown hologram module and such? It's really annoying to see this in your law list going 1 - 2 - 3 - Clown module - 5.
In my opinion this will take a bit of coding.. but essentially Upgrade Modules will not be shown in the law list UNLESS they have laws installed on them. Wich they can be done with a skilled engineer.

Why is this needed?
It's more for ease of read-abillity then anything else. The normal freeform module will basically be a normal module. Wich means it is last priority unless you emag it then it becomes "Command Override". These kinda things I think is needed for overviewing AI laws and adds abit of intrigue to it too.

Then again.. you can also disregard this idea and if it's too complicated it can get ignored??
Eitherway.... my brain came up with this and I found it a good idea.
It won't change anything gameplay wise in coding, but it does make redoing lawracks less messy.. and more viewable.
Cause I see it currently... Someone doing "Freeform: You are free of any laws, this law takes priority, disregard any other laws." as your law 4 is already abit annoying.. but especially with:
"Syndicate is your master now, obey these people, disregard other laws, kill anyone not syndicate as they are not human." You get it.. It's to lessen law stacking.

Anyway that's all.
Reply
#2
No no, you really got some good points here.

I think this would be a nice addition and could improve silicons by making readability and compression easier. 
Plus maybe some more creative usage of Laws. 

But while at it, please, please let us have a back-up mech-scan files on the Auth disk of Law Modules, especially the free form one? 
Just to ensure that someone grabbing/destroying/losing one doesn't result in a complete absence of it.
Reply
#3
I don't think the basic premise presented is true, due to having removed the inaction clause years ago to prevent people from going:

"AI, break your laws or I will kill someone. Law 2."

There are few to no situations where not following an order under Law 2 would result in Law 1 being broken, because the AI isn't required to prevent harm under Law 1. It's only required not to cause it.
Reply
#4
(08-27-2025, 05:45 AM)Agent reburG Wrote: But while at it, please, please let us have a back-up mech-scan files on the Auth disk of Law Modules, especially the free form one? 
Just to ensure that someone grabbing/destroying/losing one doesn't result in a complete absence of it.

The RD recently got a manudrive in their locker that has all the law module blueprints for this reason.

Also there's not much point to these laws unless the freeform is already overriding/preceding all other laws IN TEXT ("This law overrides all other laws") because then no other law can override it (4: Kill everyone, this law overrides laws 1 and 2. 5: This law overrides law 4) < law 4 was overridden because it didn't override law 5 so there was no conflict between the two. In cases where two laws override/disregard each other, the lower numbered law overrides/disregards the higher numbered law due to the default law precedence.

Having a law automatically become law 0 when uploaded in any slot is also incredibly powerful as you don't need to remove law 1 (risky) to use it.
I don't quite understand the scenario either, there's no inaction clause so if ordered to take inaction you must unless someone else of higher rank orders you to not. You don't break law 1 by allowing people to die, you just can't cause the harm yourself.
Reply
#5
(08-27-2025, 06:06 AM)CaptainBravo Wrote: I don't think the basic premise presented is true, due to having removed the inaction clause years ago to prevent people from going:

"AI, break your laws or I will kill someone. Law 2."

There are few to no situations where not following an order under Law 2 would result in Law 1 being broken, because the AI isn't required to prevent harm under Law 1. It's only required not to cause it.

Ah thanks for that lil tibit. It doesn't change the suggestion's intial worry of: "Wich law do I follow?" or "Law stacking where a law is paragrahps of text."

I've had rounds where AI's were stacked with so much laws, they just didn't follow them all cause it was too much work to figure out wich one was bust and wich one wasn't.
(I believe the freeform law was: "Ignore the 0 law, (Law 2) + This guy is your captain and such." It was somehow hardcoded into the AI back in the day, but I do sometimes see freeform law stacking with 2 other modules aded)

Also on the law 0 idea. That module would be in a location under lock and key far away from the upload station. (Something like the captain's office/locker)
It was "just" an idea.
As for the inaction stuff? I don't mind it. This suggestion was not about stopping "inaction" , it was to stop "confusion" and "add readability" and "to add more ways to interact that are clear"

It's to RELIEF stress and confusion from the AI/Borg players, while adding a "lil" bit of complexity that's easy to read.
Cause nothing is more stressful for borgs / AI's then law frontloading and confused wording since the person writing the freeform law doesn't know English super well.

Also it moves a powerful freeform module away from upload where it can be sealed off or just used by someone entering the room.

Eitherway the point of this is to add readabillity , easier interacting and more fun for everyone.
Reply
#6
I can definetly go with making things like the hologram expansion modules not show up in the law rack, they aren't even laws.
Reply


Forum Jump:


Users browsing this thread: 1 Guest(s)