
www.Usenet.com
| <-- __Chronological__ --> | <-- __Thread__ --> |
baylor wrote: > Problem Area: action selection > AI Type: decision making, learning (secondary), personality > (secondary) > Detail Level: mid-level > Technique: matching law > Assumptions: Options are relatively equal > Example Uses: sports: choosing a shot type > FPS: choosing a weapon > RPG: choosing a spell > RTS: choosing a build unit type > > How many games these days have no additional modifiers that effect the success/failure (ie-whether is underwater, or if char has his 'Hat of Kiick-Ass Flamestrike on, or orcs have a genetic diomorpohism resulting in some having thicker heads - less success of StoneStorm...)) If they are only a few factors, this method could be applied using seperate statistical data sets for each classified situation flavor. (Orc + Hot environment + no attack mods etc...) Of course if the classification is too specific, then gathering enough statistical data to adjust the preference would become a problem. But then just doing it anyway and ignoring strong modifiers would be an improvement over the way many of the current games do things ( a standard attack preference with fixed probabilities for a particular target type)
| <-- __Chronological__ --> | <-- __Thread__ --> |
Please check out one of the premium Usenet Newsgroup Service Providers below for access to Usenet.