This gives me quite a bit to look through. I'll have to do some more in depth study before I figure out how I actually want to build the code. As it stands, I'm trying to figure out what type of ai I want to build; random or strategic, or if I want
to try for a mix. When I get to the code though,
Hi.
My project is using some AI. What mine does is rolls a 1d100, then it
has for each type of opponent sections of that 1 to 100 that tells it to
do certain things. like, if it's less than 15 scan, if it's between 15
and 30 fire this, greater than 30 less than 80 approach, etc etc. The AI
has
ot;
To: "Gamers Discussion list"
Sent: Saturday, March 22, 2014 6:40 PM
Subject: Re: [Audyssey] AI in games
John,
I’m not a developer, but I think I can chime in here from a player’s
perspective. AI is something I’d appreciate in many games, though it’s
almost a necessity in certain gen
John,
I’m not a developer, but I think I can chime in here from a player’s
perspective. AI is something I’d appreciate in many games, though it’s almost a
necessity in certain genres, such as strategy titles. I need the illusion of a
worthy opponent to keep my interest up.
That being said, AI i
This is a rather loaded question, so I apologize in advance to all the programmers who are probably going to get headaches trying to explain this to me. I'm looking to get some information on the pros and cons of various AI types in games. Is it
worth designing a real ai? Under what circumstances