[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


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