[MUD-Dev] AI not worth doing in our games?
Kwon Ekstrom
justice at softhome.net
Wed Dec 11 18:00:22 CET 2002
From: "shren" <shren at io.com>
> I think part of the important bit in AI is having different
> instances of the same creature behave slightly differently. You
> can probably do this by giving different behaviors slightly
> different activation threshholds - have a different pidgeon
> preform the different activities at different rates, with
> different ranges.
Definitely, AI should behave with a few variances... that's quite
simple to do with "some" types of AI designs. While hardly an
example on ideal AI, I use an event handler, and it'd be rather
simple to put in a few random modifiers into the AI.
-- Kwon J. Ekstrom
_______________________________________________
MUD-Dev mailing list
MUD-Dev at kanga.nu
https://www.kanga.nu/lists/listinfo/mud-dev
More information about the mud-dev-archive
mailing list