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Hi, > In my simple mind a simple thing is borning: AI knows exactly what the > opponent is doing, so i think that build the "Perfect CPU Opponent" is > possible. Sure. > Then it can be easy to add some delay on the decisions or some random wrong > choice for the first "low" levels. Exactly. You can specify a AI level, that would say how likely it is to make a wrong (or very wrong) decision. > That sounds simple, but my first problem is "how to make AI thinking?" Your AI is a barbarian. It shouldn't think ! > Some moves (not listed here) are "abortable". So you can change your move in > the middle of another... should the AI take care of this? Why not ? For instance, a "perfect" AI would abort a move if a move from the player had made its current move useless (or there is a better move to do just now). It could also be notified when the player aborts a move, in order to react better. In any case, you can still specify with a simple AI level. > Some moves produces an "Instant kill" instead of the normal damage, but are > (in time) more long. What the AI have to do? Parry the attack, or dodge and > hit while the opponent is still in the middle of that long move? What's the best thing to do ? The actions possible are rather simple, and you, as a human expert, knows which is best, so you can make your AI choose one of these actions depending on its level (like, good AI = 50% choosing the best action, 40% choosing medium, 10% choosing wrong, etc...). > Some moves don't cause damage, but make the "victim" falling to the ground, > giving a chance to begin long moves while the opponent is not still stand. > How the AI should judge these moves, and how to choose to use it or not (so > how to evaluate if is better doing damage, or gain some time)? Again, judge it yourself. If you want to do some more complicated stuff, you may try using a genetic algorithm. Each gene would describe an action (or a probability of doing an action) in a given situation, and you would make your candidates fight to see who performs best. > A good AI (i think) will play different charachters in different modes, for > example making a fast and light charachter attacking more often than a slow > and stronger one, witch instead can wait, parry and then hit. > How to implement all these stuffs? If you have a speed attribute that says how often a character can hit, that will make a fast char. attack more often, no ? > These questions can sounds trivial for you great AI programmer, but for me > are a big rock in the middel of my way. You don't need state-of-the-art AI for a barbarian clone. Some good judgement and a bit of randomness should do the trick :) Olivier
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