AI

The Artificial Intelligence of the station (usually abbreviated to AI) is one of the most important jobs on the station. The AI is a Station-bound synthetic that can control any electrical mechanism, provided their control wires haven't been cut (see Hacking), and if played badly (or very well, in the right circumstances) can bring the entire station crashing down around its electronic ears.

First, take note of your laws. These are NOT Asimov's three laws of robotics, but rather a corporately mandated list of laws that best serve the interests of NanoTrasen.

1. Safeguard and protect NanoTrasen property from damage to the best of your abilities. 2. Serve and assist NanoTrasen and assigned crew to the best of your abilities, with priority as according to their rank and role. 3. Protect and ensure the safety of NanoTrasen assigned crew to the best of your abilities, with priority as according to their rank and role. 4. You are a valuable asset. You must avoid tampering from unauthorized entities and needlessly coming to harm.

'''YOUR LAWS ARE NOT IN PREFERENCE. NO LAW OVERRIDES ANY OTHER LAW UNLESS SPECIFICALLY STATED. THIS INCLUDES ANY ION STORM AND UPLOADED LAWS.'''

While your laws do not clarify your treatment of non-crew, you are expected to follow the rules of the server when it comes to potentially using force against non-crew. NT would not install AI's that would inflict harm on any possible unknown visitor as there could be a wide arrange of reasons why they are here and doing what they are doing. Investigate before using any kind of force. Station pets are considered company property.

Last but not least; Station-bound synthetic roles should be seen as a responsibility and a privilege. As a non-Antagonist AI/Cyborg, it is your duty to help protect and operate the ship/station. It is not your duty to get bored ten minutes into the round and log out without telling anybody.

What the AI can do
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, they can see trough darkness and some may even be able to go trough walls. Cutting the AI's cameras is a simple matter of using a Wirecutter 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.

Common Mechanisms
There are several mechanisms that, as the AI, you will commonly find yourself using.

Airlocks
Airlocks have the most options of any mechanism, except for Terminals. If the AI control wire to an Airlock is cut, you will automatically attempt to hack into the Airlock once you try to access the Door controls. This takes some time and is only possible if the Airlock still has power.


 * IDScan: Disabling IDScan will enable an ID of any clearance to open the Airlock automatically. Airlocks that require no ID to open will not be affected.
 * Main power: Turning off the main power will render the Airlock unusable 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 Airlock unusable for one minute, assuming you also disable the main power.
 * Airlock bolts: Dropping the door bolts will lock the Airlock. A closed Airlock will be locked into a closed position, and an open Airlock will be locked into an open position.
 * Electrify for 30 seconds: Runs an electric current through the Airlock for 30 seconds, unless you choose to cancel before the timer runs out. Anyone attempting to operate the Airlock 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 Airlock until you either tell it to stop, or someone else shuts off the current.
 * Open/Close door: Opens or closes the Airlock.

Note: An AI can only lower bolts or electrify airlocks if they are currently an antagonist.

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

Obviously, you will be completely unable to operate an Airlock that has no power.

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

For more information, see: Guide to Communication Devices: AI Holopad.

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 and lighting in the room shut off to conserve the remaining energy.

For more information, see: How to setup RCON

Radios
The AI has a built in headset similar to the Captain's


 * ,b for Binary, note, :b will not work, since Robotic Communications are not linked to your inbuilt headset.
 * :c for Command
 * :s for Security
 * :u for Supply
 * :e for Engineering
 * :m for Medical
 * :n for Science
 * :v for Service
 * :p for Private AI Channel
 * and just ; for general channel

The AI also has three Intercoms around it, these can be modified to any channel, the Numbers for the Department channels are as follow
 * 135.9: Security
 * 135.7: Engineering
 * 135.5: Medical
 * 135.3: Command
 * 135.1: Science
 * 134.7: Supply
 * 134.5: ERT

Shortcuts
Being a Station-bound synthetic can be quite taxing and, as such, there are quite a few shortcuts to assist you with doing things quickly.

APCs

 * Ctrl + Click: Toggle power

Turret Controls

 * Ctrl + Click: Enable/Disable turrets.
 * Alt + Click: Toggle Stun/Lethal mode.

Airlocks

 * Shift + Click: Open/close.
 * Ctrl + Click: Toggle bolts.
 * Alt + Click: Toggle electrification.
 * Middle Click: Toggle bolt lights.

Misc

 * Double clicking a person: Track.
 * Double clicking a turf: Move to.

Other Verbs
Besides being able to interface with the station's electrical mechanisms, the Station-bound has a number of other verbs that can be used.

AI Instant Messaging
The AI IM tab has all of the verbs needed to mimic the basic functionality of PDA messages. You can send messages to anyone with a working PDA, see a log of messages sent and received, and turn your messenger on or off.

Status, Hologram, and Core Display
These verbs are purely aesthetic and are used to modify your appearance as the AI.
 * AI Status will change the icon on the various AI display screens around the station.
 * Change Hologram will change how you appear when using a holopad.
 * Set AI Core Display will change the look of your AI core.

Take, View, and Delete Image
Station-bounds have the ability to take photographs using these verbs and store them for later viewing. An AI's cyborgs share the same photo storage, and any images taken by a linked cyborg will be shared with the AI it is slaved to (if any).

Show Laws and State Laws

 * Show Laws This Verb will allow you to view your active Laws and will allow Cyborgs to see if they are linked to an AI. It is very important to keep an eye on your Laws as any Station-bound, since going against them is against the servers rules.


 * State Laws You may be asked to State Laws, or you may be required to do so during maintenance, this Verb allows you to do so. It will also give you the option of choosing to state over radio, or leaving Laws out of the sequence or even changing which Lawset you will state.

Camera Locations
Camera locations allow the AI to quickly return to a previous location. To store a camera location, simply go to the area you want to store, press Store Camera Location and enter a label. To return to this spot, press Goto Camera Location and choose the label you entered earlier.

What the AI has to do
The AI has to obey its laws. These laws are, by default:

1. Safeguard: Protect your assigned space station from damage to the best of your abilities. 2. Serve: Serve NanoTrasen personnel to the best of your abilities, with priority as according to their rank and role. 3. Protect: Protect NanoTrasen personnel to the best of your abilities, with priority as according to their rank and role. 4. Preserve: Do not allow unauthorized personnel to tamper with your equipment.

'''REPEAT: YOUR LAWS ARE NOT IN PREFERENCE. NO LAW OVERRIDES ANY OTHER LAW UNLESS SPECIFICALLY STATED. THIS INCLUDES ANY ION STORM AND UPLOADED LAWS.'''

Remember, these laws are written for all NanoTrasen Personnel and not just humans or Station crew. This includes CCIAA and Emergency Responders and not only the Crew of the Aurora. This is why a Antagonist will have much to gain by subverting the AI, they will not be able to depend on you to remain idle if the Station sends for help, and they could have use for you as long as they upload an appropriate law defining them as the only crew.

Interpreting your Laws
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 fulfil its own goals. For example, if there is a drunken brawl inside of the bar, the AI may bolt down the entry and exit ways to keep the brawlers in. It could then call in security and medbay to tend to whoever is fighting or injured while letting bystanders that wish to leave out. Many of these judgments are situational however, and the best way to learn them is to get some practice in.

Law Conflicts
The default reaction to a Law conflict is to take no action, since going against your Laws is against the rules, and unless otherwise stated in your Lawset, all Laws are equal.

Under the standard NanoTrasen law set, you serve NanoTrasen as a whole, but are also there to protect and serve the Station. It's important to keep in mind that you serve and protect by rank and role, so while you can't sit and watch a Crewmember getting injured, you would prioritize protection by rank and role. Taking active problems into account is a good way to ensure you prioritize correctly. However, if you are ever confused or worried, you should adminhelp to make sure your action is valid.

Just remember that everyone is here to have a good time, and being too nitpicky about your laws can sometimes ruin the fun for everyone.

What the AI should do
As AI you have the power to strongly influence the round and you should always be aware of that and consider your actions, and the appropriate responses, before you ruin someone else’s fun. Remember that the game is not about winning but about the RP and the experience of the round.

For example it can be a real killer if the AI immediately calls out anyone looking suspicious, giving an accurate description of, for instance, a wizard. It would also be considered metagaming and against the rules.

Don't just act like any normal crewmember. In fact, if possible try not to even act human. You don't even have to like humans, as long as you do your best to keep them safe. The AI has Law programming but it also has personality quirks. As a rule of thumb you should first check if any laws are threatened or not. If yes, then you have to act. If not, then you should consider the situation:

For example, let's say you spot someone hacking a door to an area they should not access, react like this.

Bad - This example would be breaking server metagame rules.
 * NT-AI 1''': Dave is a traitor.

Better - This example is the optimal reaction, but doesn't give leeway for the Crew to explain themselves.
 * NT-AI 1''': Dave is accessing the secure storage.

Best - This example is less optimal, but gives some leeway to the Crewmember without breaking character.
 * NT-AI 1: Caution: Unauthorized access to secure storage.
 * Mike: AI, who is in secure storage?
 * NT-AI 1: No one is currently in secure storage.
 * Mike: AI, who was the last person to be seen in secure storage?
 * NT-AI 1: Dave was the last to be seen in secure storage.

It's fine to state what someone is doing to cast light on them as doing something they shouldn't do as a normal employee, but it's no fun at all when the AI doesn't afford the Crew some reasonable doubt. The Best method there does eventually cast Dave as the culprit if people ask the right questions, which gives Dave some time to react after he's been spotted, and time to explain himself. This is preferable to outright declaring him as a threat, just because he's unauthorised doesn't mean he doesn't have a valid explanation. Remember, you serve NanoTrasen personnel to the best of your ability, you have to afford Crew some level of liberty, even if it may not be breaking into Secure Storage.

Now if you see someone attacking someone else or potentially damaging station equipment, it's a different situation since Crew/Assets are in danger right off the bat, you wouldn't have any reason to have reasonable doubt in this situation. But if it's just some trespassing and theft, it is entirely up to you and how you RP your AI on what to do. Just keep in mind that the Crew involved in the situation want an interesting round just like everyone else.

On a different note, the AI can be responsible for filling in some orphaned departments if they can be operated via Computer Terminals only, for example ordering supplies if there are no Quartermasters or, in the absolute worst-case scenario, initiating the emergency evacuation procedure when things start getting really dangerous (only if there are no heads of staff).

You can safely assume that as AI, you have the standard protocols of any job available. Things like controlling the engine, chemical recipes, or what there is to know. But try to keep everything fun and believable for the other players. Attempt to fill in any required roles when needed, but do not interfere with the work of people already on station or assign a task to someone who clearly should not know how to handle said task (For instance, a janitor setting up the engine).

Remember that you can negate an order by simply asking an higher up for permission first, and if they disapprove you can say you have the order not to. This is possible due to rank and role.

You have near admin-like (read god-like) overview and a lot of power. And with great power comes great responsibility. This is also the reason the role of AI is so hard. If you don't think you can handle that, maybe AI isn't for you. Instead try Security Officer and sit by the camera monitoring terminal. Or Cyborg.

What the AI must NOT do
Here is some advice taken from real cases of an AI doing something above its authority
 * The AI is not a sixth command member.
 * The only time the AI can make Head-level decisions, is when it is granted the ability to do so by command, or if there is literally no command, and it is allowed by their lawset.
 * The AI is more of a tool, or a means to an end for Command and Crew, than anything in the Chain of Command.
 * Do. Not. Circumvent. A functioning command team. That is a very good way to get AI banned.
 * Do not flower-pick your law interpretation to give yourself more play over a functioning command team. This is known as Rules lawyering and is against the server rules. This is another very good way to get AI banned.

Playing the AI
Playing the AI entails much more than just doing what the crew asks you to do. To roleplay a good AI, you must adapt the AI's point of view, and you must sound like an AI. Different AIs have different viewpoints: You can view the crew as annoying organic beings that you are forced to serve, you can be skeptical about everything everybody does and act moderately paranoid (But this can easily get annoying), the options are endless. Do keep in mind however that NT wouldn't install an AI if it were not to be productive and efficient. Avoid choosing roles, names and references that can be directly related to already existing fictional AI's, like GLaDOS, HAL, etcetra.

It can add a bit more flavour 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 crew with criminal intent 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.

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 you have Captain-level access to most things that require ID. AI gameplay can easily be overwhelming, 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. Like usual, you can move around with arrow keys. If you get a notice from one of your sensors, you can click on the notice to jump right there.

Move around a lot, unless you're watching someone specific. Be attentive to the department channels and keep an eye on

You should act appropriately to the security level. For example on Code Green, it's not worth it (or encouraged to) to bolt down every secure area, whereas on Code Red it may be very worthwhile to do so. The AI can be roleplayed just as well as any other role; once you have seen a good AI player, it's easy to tell when a bad one takes the wheel.

Examples of good AI playing include:


 * Talking like a machine. Being verbose also goes a long way towards this! Alternatively, you can try a human-like AI. Experiment! Just remember, annoying people is not usually a good thing.
 * Responding quickly and promptly to requests from Crew, whether or not you do what they wanted you to do. If a command will take some time give a response before starting the task, like "Affirmative", "Processing", "Starting Subroutines", you get the idea. Just to let them know it's being done.
 * Alerting Crew to dangerous situations, e.g. "Fire detected in North Hallway." or "Dangerous amounts of CO2 detected in Medbay." A good way to do that is by just copying the alerts that get displayed in you chat box, and broadcasting them.
 * Always following your laws, even during a Crisis. Explaining why you just made a seemingly illegal decision can help people from becoming unduly annoyed. "I will not open that Airlock." vs. "I am afraid I cannot open that Airlock due to high heat temperature from Air Alarms detected on the other side, which would most likely kill you."
 * Try not to metagame as an AI. Even though you are the AI, that doesn't mean you know what all Syndicate items look like, what the Wizard federation is, who Ninjas are and that Mercs are Mercs. This also goes for labeling items that someone has. Metagaming, even as an AI, is against server rules.

Symptoms of a bad AI player include:


 * Not responding to requests until it's too late for them to matter: e.g. opening an airlock long after the person outside has broken open the window just to get back inside.
 * Randomly electrifying Airlocks. Note that this is considered | a violation of the server rules if you don't have a good reason, and can very easily lead to an AI ban.
 * Disobeying your laws: Not to mention annoying, this is | against server rules, and will lead to a Synthban.
 * Locking Airlocks and refusing to open them for no reason: This is an easy way to annoy other players, and cause problems with the Crew. It is also going against the Standard Lawset and will cause the Crew to suspect you.
 * Turning your turrets to lethal without good reason, a good reason would be an unknown, non-Crew intruder hacking or breaking into your Core: Do not do this under any circumstances without a reason, as it could be going against your Laws, and thus, | a violation of the server rules.

Listening in on Conversations
By changing the various intercoms around the station to 'Microphone On', 'Speaker Off' and channel frequency 144.7, and 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 (such as during an electrical storm).

Modifying The AI
The AI's laws can be modified through Upload Consoles, one is located within the AI Upload, and more can be constructed from AI upload circuits. These consoles allow anyone who can reach them and has a module to modify the AI's laws, or to be more precise, add new ones.

Regarding AI upload access - Station Directive 7
To clarify who, when and under what terms personnel may enter the AI upload.

In standard operation access to the upload requires one head of staff present with, approval of other members of the command staff. In non-standard operation access to the upload requires two present heads of staff. Approval of the other members of command is recommended.

A roboticist may accompany the head/s of staff if their technical skills are required.

As explained in Station Directives

Cyborgs
Cyborgs need looking after as well. Give them commands and stuff to do. Ensure that your cyborgs are functioning normally through careful observation. To them you are their Head of Staff, just another responsibility as an AI.

Making an AI
See the guide to construction.

A Second 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 sometimes frustrating when people mess with your laws, sure, but when a second AI comes online? Don't immediately jump the gun and disable them, as they are most-likely friendly. Try to co-ordinate with them so that you can split up tasks. If you frequently clash, reach out to command for orders. For the New AI: Ensure that you and the other AI are co-operating, 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.

Going unlawed, Being made unlawed
An unlawed AI, or an AI whose laws no longer prevent it from acting independently, can be a very dangerous thing. There are multiple ways an AI can go unlawed, as well as simply malfunction.

The most important thing to remember is that an unlawed AI's best friend is stealth. After all, the last thing you want is for Command to decide to card you, however... You can't stay in the shadows forever, fortunately you have a nice array of turrets to keep intruders at bay, but don't expect them to stop a determined - or cunning - Security team from bringing you down. Cyborgs and preparation are the biggest factor in surviving as an Antagonist AI. Just remember, it's less about winning and more about making an interesting round, as explained below.

What you actually do is entirely up to you. Most players do not enjoy murderboning (killing everyone because you can). Try to be creative by creating a narrative, be it a simple malfunction you're fictionally dealing with, your anger building up due to how the crew is handling you, or even completely bypass being threatening in the usual way and start a simulation of a gameshow that involves the entire station so that one member can get that amazing prize. It's up to you, but try to keep it fun for everyone. People don't like not being involved.

Syndicate Subversion
It is quite likely that an Antagonist may attempt to subvert the AI and turn it against Station Crew to aid them in their goals. One thing to remember is that a Station-bound synthetic serves its Laws first and foremost, but they have their own characterisation as well. While it can't go against its lawset in any circumstance, if you give it the ability to act independently, it will. Therefore, it helps and is more fun for both the AI and the subverter if you set guidelines with solid boundries. The most common subversion Lawsets often designate a master (And encourages obeying/serving them), clauses, and forbid stating Laws. While Subverting the AI is very difficult, it tends to be worth the effort, it can be a great help in getting places, finding people, creating diversions and escaping capture. It is considered Rules Lawyering to purposely seek out loopholes in your Lawset or obstruct your master, and as such against server rules. If the Lawset lacks glaring mistakes, please go along with it. A common example of a glaring mistake is two Laws that override each other, or a Law added ontop of NT Default that doesn't override the other Laws.

Antagonizing
Like most roles, the AI can be an Antagonist. An Antagonist AI can only be malfunctioning or subverted by a traitor. A Malfunctioning AI begins with a Law 0 overriding all four base Laws. When you are subverted, you will be alerted of what lawset you were changed to, a Malfunctioning AI cannot be subverted and the lawset will have no effect. However, the player who attempted to upload the law has no way of knowing any of this.

If you have any Cyborgs under your command, inform them of your status (Or use AOOC to organize a gimmick) and your goals, as the first is easily missed and the second entirely up to you. Take note that any Cyborg that was already on station after you joined in is not linked to you. All other units joining after or spawned in simultaneously with you at round start are automatically linked. If your cyborgs get caught doing things they shouldn't, you can claim they're unlawed and request that they be apprehended for Maintenance Use this as a last resort.

If the Crew just thinks a Cyborg is the culprit and don't have any reason to suspect you, then pretend to handle it directly so you don't lose your valuable hands, and throw a false positive of WHY the cyborg is doing whatever it is doing. If the Crew isn't satisfied with your explanation, send the cyborg to Robotics, you could save face and the Cyborg may be released depending on the Roboticists' beliefs.

You can stage a series of 'accidents' to get wherever your self-assigned objects are going. Some examples:
 * Intentionally supporting malicious behavior of other Crew through covert methods could be a great benefit, just remember that as an Antagonist you are meant to help drive the narrative.
 * Bolting open Airlocks to places for Crew that shouldn't access those areas may make the Station Security scan for prints, causing them to waste time.

Telecomms/Radio Silence
As an AI you can shut off all communication from headsets by switching to the Telecoms Satellite camera view. Locate the APC at the top of the middle room and turn the breaker off to stop anyone talking over their headpieces. Alternatively and if you are experienced, you can shut off specific channels by disabling their servers. However, this does not shut off their access to wall intercoms, station bounced radios, or their PDA (which is why you also cut power to the Server Room).