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



> Its easiest use would be in a scripted logic situation -- games where
> the designer defines the options , but then gives the program some
> ability to adapt their use.  We'll be stuck with games like that for
> quite some time yet....

i actually got the idea when looking at Baldur's Gate's AI where the
script looks something like

IF 
  seeEnemy()
THEN
  #75
  castSpell(fireball)
  #25
  castSpell(lightning)
END IF

which means 75% of the time cast fireball, 25% cast lightning. i like
this approach much more than the enemy that always casts the exact
same spell but it requires the designer to hard code these
percentages, and that i didn't care for

-b



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