Why an AI for Outwitters is hard to do
05-04-2012, 04:59 PM
Post: #8
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RE: Why an AI for Outwitters is hard to do
I suppose that as far as programming the ai to predict uncertainty, people can't really predict that either, so you could program it to do what a human might do; try to maneuver in your own strategic way. for example, the ai could predict where the enemy units could move to a certain extent, so it could try to do it's own strategy, like surround a possible area the enemy is in, spreading out it's units, or retreating to reinforcements. An A.I. for a game like this could just have a few sets of default go-to strategies to use in the case that it has no idea what the enemy is doing... at least that's what i think. Wanting to be a video game programmer myself (although i have no experience programming so i can't even begin to do so :P), i feel like making an A.I. might be the hardest part of making the game.
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