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Re: Bag of Tricks: Choosing actions via the matching law




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)





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