tag:blogger.com,1999:blog-6723580572653256416.post3235355917633573831..comments2014-03-14T19:59:38.548-07:00Comments on Battlestar: Colonial Viper: Musing about AI in BattlestarUnknownnoreply@blogger.comBlogger1125tag:blogger.com,1999:blog-6723580572653256416.post-56739191113559163242012-06-22T01:29:19.010-07:002012-06-22T01:29:19.010-07:00great blog - not sure what a DradisLIst is but I g...great blog - not sure what a DradisLIst is but I get the general idea. My overall recommendation would of course be to take my fall game programming course in which we will work through the Millington/Funge book "Artificial Intelligence for Games" :-)<br /><br />but more specific immediate advice is to start with simple routines and a small amount of randomization without worrying about higher level "rationality"<br /><br />the ghosts in pacman are a great example, they basically move toward the player, but something like a 1/3 of the time they don't - I think the key thing for your flight AI is to select targets probabilistically (rather than determinisitically) according to the distance (and other) criteria<br /><br />either which way I worry that you'll burn a lot of energy tweaking this at the high level, when the critical thing for others starting to play it is the right sort of AI for novices ... I'll play your game again next week - would be great if we could get a whole training sequence online ...Sam Josephhttps://www.blogger.com/profile/10788506730233381803noreply@blogger.com