Ok, so I was way off then, lol. Thanks for explaining that. al "The truth will set you free" Jesus Christ of Nazareth 33A.D. ----- Original Message ----- From: Ian Reed To: ian-reeds-games@xxxxxxxxxxxxx Sent: Monday, April 01, 2013 6:16 PM Subject: [ian-reeds-games] Re: helping players to help the AI Hey Allan, The suggestion is to combine both a priority list and randomization into one flag. So Carlos example was this: random_skills=eat_food,panic,attack|mini_pistol|open_door,move,defend So in this there are 3 priority groups. The highest priority contains: eat_food,panic,attack The second highest contains: mini_pistol And the lowest priority contains: open_door,move,defend The AI will always favor a higher group over a lower one as long as one of the skills can be performed and the AI deems the skill worth using at all. Within each group the AI will randomly choose between the skills as you had suggested. So the flag allows people to override the priority groups but also adds the randomization within each group. If you don't want randomization then you just make each skill it's own group. And if you don't want prioritization then you just put all skills in the same group. Hope that clears up the core of it. I was also thinking aloud about an edge case where it might be good to have an additional flag that determines where the AI tries to move when it uses it's move skill. Currently the AI moves to the nearest location that let's it use a skill, but it would sometimes be good to tell the AI that it should always favor moving toward locations that let it use higher priority skills rather than lower priority ones. That is a secondary scenario though. Ian Reed