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Years back I did game development. What passes for AI will really depend on what type of game it is. For instance, I was working on a driving game, so we came up with ADI (Ass**** Driving Intelligence). The goal was to make people drive as badly as real people. (I'm from Massachusetts btw) So our goals were to mimic how people really drive. An RPG or a Quake style shooter have very different ideas of intelligence. Also, unless it's turn based, speed will be an issue as well.

As far as the searching method in your example, I would think the best way would be to define this "attribute" with a range, say 1..5.

Then I would define 5 (or however many) search algorithims as functions and call the appropriate one based on the entity's level. When you decide he's getting smarter, bump up his search "attribute" level.

You could also take an opposite approach and only have one ideal search and have a clutter factor that adds randomness to the result. This clutter factor would get reduced as the character gets "smartah"

-Lee

"To be civilized is to deny one's nature."

In reply to Re: Re: Re: AI -- Artificial Intelligence by shotgunefx
in thread AI -- Artificial Intelligence by dimmesdale

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