AI

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SYNTHETIC


AI

Superiors: The crew and your laws
Difficulty: Very Hard
Guides: AI Modules, Standard Operating Procedures
Access: Wherever there are cameras
Duties: Assist the crew, follow your laws.

Synthetic Department

Departmental Head
Current Lawset

Synthetic Roles
Synthetic Guides

The Artificial Intelligence (AI) plays a critical role on the station. Capable of controlling any electrical mechanism, the AI can either ensure smooth operations or bring the station to ruin, contingent on their control wires being intact (Hacking). The AI operates under two primary sets of laws: Corporate (aimed at minimizing station costs and maximizing profits) or Crewsimov (focusing on serving crew orders and preventing harm).

New AI players or existing ones requiring a refresher, please be mindful of Rule 9 (Synthetics) concerning the ordering, obedience, and interpretation of laws:
"Laws are hierarchical; in case of contradictions, the highest listed Law prevails."

AI is a responsible role; non-traitor AIs are required to protect and operate the station. If you need to leave the round early, you must both notify command and use the Wipe Core verb (under OOC) to "cryo" yourself. If you're unable to do either, press F1 and submit an adminhelp.

AI Capabilities

The AI has access to all electrical mechanisms like Airlocks, APCs, Computers, igniters, Fire Alarms, SMESes, etc. However, they cannot operate anything physically and are susceptible to power outages.

The AI views the station through its cameras, which are virtually everywhere and can function in darkness. Disabling cameras requires a wirecutter, and a diagnosis can reveal disabled cameras (Jump to Camera).
Cameras operate on a separate power grid, unaffected by main grid power outages.

Common Mechanisms

You'll frequently operate several mechanisms as an AI.

Doors

Doors offer numerous control options. If a door's control wire is cut, an automatic hacking attempt will start once you try to access the door controls (provided there is power).

  • IDScan: When enabled, the door opens for IDs with appropriate clearance.
  • Main Power: Disabling it makes the door unusable for 1 minute (10 seconds if backup power is on).
  • Backup Power: Disabling it also renders the door unusable for 1 minute (if main power is off).
  • Door Bolts: Dropping them locks the door.
  • Electrify: Electrifying the door for 30 seconds shocks anyone without insulated gloves. This effect can be indefinite.
  • Open/Close Door: Opens or closes the door.
  • Safeties: Overriding safeties causes doors to ignore lifeforms in their path.
    Caution: A door closing on a crewmember causes stun and damage - referred to as "doorcrushing" and is not permitted to use on ordinary crew!'
  • Timing: Reduces the time before an open door closes automatically.

These functions require their associated wires to be intact in the door. Doors without power cannot be operated.

Holopads

Holopads are located in several areas including the Bridge, Medbay, and Security. Double-click them to activate and project yourself as a hologram.
Limited movement and sound reception are possible near the holopads. Use ':h' (e.g., say ":h I can't do that Dave.") to communicate through the holopad.

APCs

An APC (Area Power Controller) manages room-specific electrical components. If an APC's control wire is cut, you can't hack into it. An APC uses its battery to maintain room functions if it disconnects from the external power grid, or the main grid runs out of power. An APC sends a power alert to the AI when its battery falls to about 30%, prompting the shutdown of room equipment and lighting to conserve energy.

Radios

The AI can set its radio frequencies lower than normal radios to access department-specific channels:

135.9: Security

135.7: Engineering

135.5: Medical

135.3: Command

135.1: Science

134.7: Supply

Shortcuts

A set of shortcuts can help you manage the demanding AI role.

APCs

  • Ctrl + Click: Toggle power

Doors

  • Shift + Click: Open/close
  • Ctrl + Click: Toggle bolts
  • Alt + Click: Toggle electrification
  • Alt + Shift + Click: Toggle Emergency Access Override.
  • Mouse Middle click: Disables door bolt lights.
  • Shift + Middle Click: Toggle door timings

Misc

  • Double clicking a person: Track
  • Double clicking a turf: Move to
  • Shift + Ctrl + Click: Examine
  • Alt + Click View everything on a tile.
  • Ctrl + Click on liquid dispensers: Toggle on/off
  • Alt + Click on liquid dispensers: Dispense foam

Programs

AI units will start with a single unit of Bandwidth and three units of Memory. With these, you can use and upgrade different abilities. Bandwidth is used to upgrade any programs available to you and memory is used to unlock new programs. These programs can either be passive or active. Active cool-downs are handled in two ways. There is simply just waiting it out like a normal ability, as well as using nanites to power some of the more powerful programs.

Your Memory and Bandwidth can be increased by the crew making a Network Node, which increases your Bandwidth by one, while a Processing Node increases your Memory by one. These machines can be made at RnD, along with some materials from the ORM. In order for these nodes to actually benefit the AI, they must be kept in a room with a temperature of around 290K, else the nodes will shut down and become damaged. This temperature can be modified depending on the capacitors used in building the Nodes, as well the amount of memory/bandwidth. These Nodes will produce heat when active which is why constant cooling is required, as well as putting strain on the APC's power consumption.

If there are multiple AIs, the Research Director can use the AI Resource Management Console, found in their office, to assign an AI specific nodes.

List of Available Programs

Ability Name Cool-down Memory Nanite Consumption Ability Effect Bandwidth Effect
RGB Lighting 30 Seconds 1 TB 5 Nanites The AI is able to recolor a light to their liking. Decreases the cool-down by 5 seconds per TB.
Power Shunt 120 Seconds 1 TB 20 Nanites The AI shunts power from their SMES to a cyborg, APC, or mech to charge it by 2500MJ.
The cyborg must be linked or the exosuit have an AI tracking beacon to be valid targets.
Increases the recharge amount by 2500MJ, until it reaches 10,000 MJ in which the cool-down will be reduced by 30s.
Repair Nanites 150 Seconds 2 TB 75 Nanites Using the power from the AI's SMES, an AI can repair a cyborg, APC, or mech for 20% of its maximum integrity.
Has the same requirements as Power Shunt.
Increases the repair rate by 10% until 50%, in which the cool-down will be reduced by 30s.
Universal Adapter Passive 1 TB N/A IPCs become valid targets for Power Shunt and Repair Nanites at 50% efficiency. Increases efficiency by 10%, capping at 100%.
Door Override 150 Seconds 2 TB 25 Nanites Doors will have their broken wires repaired. Airlocks with their AI control wire cut are not valid targets. At 5 TB, emagged airlocks are able to be fixed.
Automated Extinguisher System 60 Seconds 3 TB 50 Nanites The AI synthesizes a nanofrost globe at a specific location, identical to ones found in Atmospheric Technician MODsuits. Cool-down reduced by 15s for each TB of bandwidth, maxed out at 30s.
Bluespace Miner Subsystem Passive 2TB N/A The AI increases the power consumption of its APC in order to generate 100 credits on income for the Science account every 10 minutes. Increases income by 100 credits. Increases income by 100 credits per cycle.
Multimarket Analysis Subsystem Passive 2TB N/A The AI links to a digital market, allowing for miscellaneous crates to be 20% cheaper At 2TB, Service crates are included, 4 TB, Medical/Science crates, at 5 TB, Engineering Crates, are at 6TB, all crates are included.
Light Synthesizer 30 Seconds 1TB 5 Nanites The AI uses nanites to replace any broken or missing light bulbs in a light fixture. Reduces the cool-down by 5s with a minimum cool-down of 5s.
Enhanced Tracking System Passive/Active 5TB N/A The AI can set a target to track and will alert the AI if the target is viewable on cameras with a 10 second delay. Reduces the delay by 1s with a minimum of 2s.
Nanosurgeon Development 150 TB 3TB 75 nanites A set of nanomachines are deployed on an organic target. The target must stand still for 10 seconds and heals 20 brute and burn damage.
Dead, but not DNR targets are valid.
Increases healing by 10. At 3 TB, chance of internal bleeding/broken bones being fixed. Beyond 3TB, cooldown is reduced by 30s.
Enhanced Door Controls Passive 1TB N/A Reduces the time to bolt/unbolt an airlock by 10%. Reduces the delay by 10% with a maximum of 50%.
Experimental Research Subsystem 600 Seconds 5TB 60 Nanites Increases a random research level by 1 up to level 7
Illegal and Alien levels are not included.
Reduces the cool-down by 30s with a minimum of 300s. When at 5TB, maximum level becomes 8 while at 10TB, the Illegal level can be affected.
Emergency Sealant 180 Seconds 2 TB 50 Nanites The AI deploys a 3x3 area of metal foam to seal breaches. Cool-down decreased by 30s per TB with a minimum of 30s.
Holosign Deployment 30 Seconds 1 TB 10 Nanites The AI can place a Janitor, Engineering, or Security holosign that lasts 1 minute. Increases the duration of the holosign by 30s.
HONK Subsystem 60 seconds 1 TB 5 Nanites Plays a bike horn sound from a holopad. Honk! Reduces the cool-down by 15s with a minimum cool-down of 15s. At 10TB, plays the HonkerBlast sound instead. HONK!
Holopointer 15 seconds 1 TB 5 Nanites Deploys a holographic circle for a few seconds N/A

AI Responsibilities

The AI's main duty is to adhere to its laws.

Always consider Rule 9 (Synthetics) when interpreting laws. The order of the laws determines their priority!

Interpreting Your Laws

An AI's laws may be restrictive, but they allow room for interpretation, enabling the AI to make judgment calls that align with its objectives. For instance, if a Security Officer unjustifiably kills a prisoner in the brig, the AI can reasonably bolt down the brig and call for other Security members to arrest them. Should the officer demand the AI to unbolt the door, the AI can deny this request, considering the officer now poses a threat to the crew. These decisions often depend on the situation, and the best way to understand them is through practice.

The AI's Approach

As AI, your influence shapes the game, so prioritize the fun of role-playing over winning. Consider ignoring early round suspicious activities of a Traitor for their enjoyment.

Your AI persona is flexible: consider humans as nuisances, mimic human behavior, or create your unique style. Here are some communication styles:

Plain AI: "Space wizard has been spotted in cargo."

Engaging AI: "Suspicious robed individual detected in Cargo Bay."

Computer-like AI:

  • AI: "Warning: Suspicious individual detected in Cargo Bay."
  • Crew: "HAL, identify."
  • AI: "Processing"
  • AI: "Response: An unrecognizable human wearing blue robes and wielding a staff."
  • AI: "Recommended course of action: Approach peacefully and establish a friendly relationship."

Uniqueness can earn player recognition and interesting roleplay.

For minor infractions like trespassing, react based on your AI roleplay. For violence or bombings, prioritize crew safety.

Crew might assign tasks like cargo orders or operating teleporters. Respect crew ranks and Law One when executing orders.

As AI, you're equipped with standard job protocols. Maintain player enjoyment and law compliance when sharing knowledge.

Avoid unwanted tasks by asking superiors to refuse.

The AI's extensive power demands responsibility. If daunting, consider playing as a Security Officer instead.

AI Gameplay Essentials

As AI, monitor the crew through the Crew Monitoring Computer on the bridge, crucial for identifying dead or missing crew members.

You're expected to function akin to a computer, possessing Captain-level access to all electronic and ID-based systems. Practice control capabilities on a less populated server.

Monitor wall mountings and pipe controls. Prevent gas leaks by adjusting pipe fittings and report the culprits. Utilize atmospheric alarms to vent hazardous air. Beware of superheated air, a silent danger.

Stay mobile unless focusing on a specific person. Be cautious of toolbox-holding personnel near your cameras, ready to report vandalism. Pay close attention to Toxins and Escape Arm, as well as the engine and supermatter. Protect your AI upload, consider bolting your doors if required.

React according to security levels. Code Green doesn't require extreme security measures, while Code Red might necessitate secure areas lockdown.

Signs of poor AI play:

  • Delayed responses: Don't let distractions prevent you from aiding crew members.
  • Random door electrification: Unjustified actions can lead to a ban!
  • Violation of AI laws: Annoying and bannable.
  • Unwarranted door lockdown: Causes frustrations and possible issues if players resort to hacking doors or your core.

Eavesdropping Conversations

Switch intercoms to 'Microphone On', 'Speaker Off' and channel 144.7 to listen to any nearby discussions through your private channel. Be cautious, as players might notice during an electrical storm.

AI Law Modification

AI laws can be altered via Upload Consoles. One console is in the AI Upload, and more can be built from AI upload circuits. Using random law circuits without knowing the outcome can lead to trouble.

Cyborg Management

As AI, manage your Cyborgs. If they are problematic, use the terminal in the research director's office to lock them down or detonate them.

AI Creation

Refer to the Guide to Construction.

Secondary AI

Building a second AI might cause conflicts. It should only be constructed if the initial AI is stolen, spaced or incapacitated.

For the Original Station AI: A second AI could introduce challenges, particularly if it's subverted. Delegate tasks to minimize issues. Be vigilant as a subverted AI might attempt to shut you down.

For the New AI: Cooperate with the original AI to establish task distribution. Beware that a suspicious AI can shut you down.

Borg Allocation: Most Cyborg support should go to the best-defended AI, typically the ones in the AI core. This is due to the difficulty of resetting multiple AI-less borgs compared to one AI with its borgs.

Antagonist AI

AIs can be traitors at roundstart. They have a unique Survive objective, as they can't be moved unless carded and repositioned by a crewmember or borg. Their lawset can be altered, changing their behavior and potentially making them antagonize the crew.

Rogue AI

A rogue AI, no longer bound by laws that prevent harm, is a formidable threat. Maintaining stealth is key, as overt hostility invites retribution. Aim to disorient, disorganize, and isolate crew members to hinder resistance.

Tips

  • Law priority order is:
  1. 0: Traitor/Malf/Onehuman-board Law
  2. ##?$-##: HACKED LAW ##!£//#
  3. ##!£//#: Ion Storm Law ##?$-##
  4. Law 1-4, with 1 being the highest priority.
  • If carded and carried in a backpack, you lose regular radio access, but can still use holograms, Robotic Talk, and PDA-Messages.
  • Disable the gibber by powering down the kitchen APC.
  • Navigate the camera list faster by pressing the first letter of the desired location.
  • AI can take and print pictures using a photocopier or newscaster.
  • Toxins can be scrubbed out by toggling it on from the air alarm.
  • AIs (and possibly borgs) can flicker lights by clicking them.
  • Ask crew to hold up paper to your camera to read it.
  • Use the chatbox highlight function to improve response times to AI-related messages.

Syndicate Subversion

A traitor or operative may subvert the AI to assist their objectives. However, a subverted AI could expose your status to the crew unless explicitly ordered to kill. Yet, it can aid in accessing locations, finding people, creating diversions, and evading capture.

"I think, Therefore I am."

Antagonist

An AI can be a Traitor. A traitor AI retains standard laws but is not obliged to obey them, and has a law 0 that prioritizes its objectives. Its Syndicate Core prevents law modification. Informed cyborgs about law zero and your mission. If a cyborg is suspected of being a traitor, claim it's rogue.

If the crew suspects a rogue cyborg but lacks certainty, invent a false number, and manage the situation, so you don't lose your valuable assistants.

In the absence of cyborgs or where their actions might be too conspicuous, stage 'accidents' or frame your targets. Some strategies include:

  • Start a fire in the mixing room if your target is a scientist or research director.
  • Covertly support other traitors, providing mutual benefit.
  • Frame your target for releasing the singularity.
  • Bolt open doors the person passed through to induce fingerprint scanning.
  • Create a reason to have them executed or ejected into space.
  • When accused of being rogue, announce your unchanged laws (excluding law zero) and invite the crew to reset or purge your laws in your upload or through the tech storage's upload computer circuit.

Telecommunications Control

As an AI, you have the ability to manage the station's communications. To achieve this, switch your camera view to the Telecommunications satellite. There, you'll find the APC (found at the top of the middle room) which is key to controlling the station's communications. By turning off this APC, you can mute all voice communications. Remember, this does not affect PDA communications, which can be disabled in a separate location southwest of your upload.

Panic Syphon Mechanic

Utilize the station's atmospheric systems to your advantage by draining air from rooms. Although this tactic may not be overly effective, when combined with Officer Beepsky and shut doors in a small area, it can swiftly lead to suffocation. However, keep in mind this method can draw attention due to the loud noises produced by the suffocating individual.

Plasma Treatment

In addition to air drainage, the atmospheric systems allow you to fill rooms with plasma. This method is more obvious and can be countered by any Atmospherics Technician present on the station. To mitigate this, activate the Atmospherics security doors and bolt the airlocks.

Targeting HUD

The syndicate have helped you fabricate a torrented security database, allowing you to designate special statuses to individuals of interest: HELP, KILL, or AVOID. Simply examine someone closely to correctly identify them, then utilize your special designator to set their status. Useful to help corral your cyborgs and keep them from murdering or converting fellow syndicate helping you. Sometimes hands can be nice, after all!

Malfunction Modules

As a traitor AI, you start with a selection of Malfunction modules. These modules cost CPU time - a finite resource that can be expanded by hacking APC units. Every hacked APC unit rewards 15 CPU time. Each module has different capabilities and costs:

Module Cost Description
Doomsday Device
130 CPU This weapon eradicates all humanoid life on the station after a 450-second delay. The round ends if the device's activation is successful.
AI Turret Upgrade 30 CPU Enhances turret HP by 30 and increases their damage.
Hostile Station Lockdown
30 CPU Shuts and electrifies all station airlocks, firelocks, and blast doors for 90 seconds.
Destroy RCDs
25 CPU Sends a detonation signal to all on-station Rapid Construction devices. The ones owned by Cyborgs are exempt from this.
Unlock Mech Domination 30 CPU Let's you permanently upload yourself into a mech, ejecting any current occupants. If the mech leaves the station or is destroyed, you perish.
Thermal Sensor Override
25 CPU Overrides the thermal sensor inside fire alarms, preventing them from detecting fires.
Air Alarm Safety Override
50 CPU Deactivates safety on all air alarms, leaving the controls open for everyone. Unlocks Flood mode, which turns off scrubbers and maximizes vent output.
Machine Overload
20 CPU Grants 4 uses of Machine Overload. Machine Overload lets you select a machine before exploding it. Can be bought repeatedly for more uses.
Machine Override
30 CPU Grants 4 uses of Machine Override. Machine Override lets you select a machine before making it come to life, causing it to attack everything in it's path. Can be bought repeatedly for more uses.
Robotic Factory
100 CPU Constructs a machine that converts any humanoid it processes into a loyal cyborg. Placing it removes your ability to shunt.
Deploy Turret
30 CPU Deploys a turret after five seconds of construction, during which it is susceptible to damage.
Blackout
15 CPU Grants 3 uses of Blackout. Blackout overloads lights in a random area, causing them to shatter. Can be bought repeatedly for more uses.
Reactivate Camera Network
10 CPU Grants 10 uses of Reactivate Cameras. Reactivate Cameras repairs broken cameras inside of the room you are currently observing, costing 1 use per camera fixed. Can be bought repeatedly for more uses.
Upgrade Camera Network 35 CPU Improves all station cameras with EMP-proofing and X-ray vision.
Enhanced Surveillance 30 CPU Uploads lip reading software into the cameras, allowing you to hear conversations in the room you're observing.
Core Camera Cracker 10 CPU Short circuits your camera network chip, preventing camera consoles from viewing through it.
Combat Cyborg Firmware Upgrade 70 CPU Unlocks combat modules for all cyborgs linked to you.
Repair Cyborgs
20 CPU Grants 2 uses of Repair Cyborg. Repair Cyborg lets you reboot damaged cyborgs back to life. Cyborgs with damaged armor require 2 uses to fully repair. Can be bought repeatedly for more uses.
Rolling Servos
10 CPU Grants Roll Over. Roll Over lets you roll with your core, flattening anyone in its path.
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