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How do you spell pseudo AI in games?
Hello, I'm interested in this question. Can anyone recommend literature or other source in which this issue would be considered in detail? In a sense, it is clear that each genre and each game has its own features of its implementation, but I would like to read about the general principles of constructing and implementing pseudo AI.
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In general, read about the minimax principle.
You must:
1. Describe the play space, what you can and can't do.
2. describe the possible actions of the bot (move to the right, left, shoot, etc.)
3. describe the function that evaluates the current situation on the field (taking into account the position and state of all players on the field, or only that part known to the bot)
4. Guided by using the minimax principle to choose the best move for the bot at the current moment.
5. Optimize the process, taking into account the fact that you will have a combinatorial explosion of possibilities.
Quite an interesting talk about AI in the game "Stalker"
https://www.youtube.com/watch?v=z3z9ozS5PMQ
habrahabr.ru/company/intel/blog/265679
www.lki.ru/text.php?id=4097
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