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> How to translate this in code when building my set of rules? Here is a suggestion. Let's say value(move,situation) gives you the value of a move in a given situation. You would instead use value(move,situation) * modifier(kind_of_move,situation), where kind_of_move is the category of the move (like parry, dodge, abortable attack, moving, etc...). Now, "modifier" is just another set of hand-made rules that you wrote yourself. Ex: - kind_of_move = wait, situation = (well, not =, rather "includes") the ennemy is slower, => modifier = high value (it's smart to wait for your opponent to attack if he is slower, because then you can hit him). If, in the contrary, the ennemy is faster, the wait option should have a low modifier. - kind_of_move = parry, situation = the ennemy is weaker, => probably a low modifier, because you can afford taking damage and you'd rather attack this stupid elf. Again, maybe later you'll want to have your characters to "discover" these rules, but it won't be an easy task. > Thanks... i will try to build my ruleset, but i think i will produce a > great idiot... Maybe, but most likely better than if the computer had learned by itself ;) Olivier
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