[MUD-Dev] FEAR Animat style AI for Quake 2

shren shren at io.com
Mon Dec 2 20:23:29 CET 2002


On Mon, 2 Dec 2002, Freeman, Jeff wrote:
> From Ted L. Chen
 
>> It lacks learning, and reaks of hard-coding if-then statements.
>> But in most cases, it gives the semblance of high-level
>> intelligence and isn't as prone to generating really really weird
>> conditionals (unless of course your AI programmer has had one too
>> many beers).

> There's a danger here, I think is being overlooked: What if you
> succeed?  So, great, now your AI is as able as a real human being.
> Fighting an orc isn't like fighting an orc any more, it's just
> like fighting a player who is pretending to be an orc.
 
> In my experience, players don't even like it when AI is given the
> ability to determine that a given battle is a lost cause, that the
> AI ought to just run away.  They like the AI to be a bit stupid.

*snip*

An interesting side-tale - Angband is a permadeath single player
game that has been around a long time.  There was a long period of
time where the AI got tougher, and was better able to use the
abilities of each monster.  It was starting to reach the point where
the game was much, much harder.

Any modification to your AI beyond the trivial calls for
rebalancing.


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