[ian-reeds-games] Re: helping players to help the AI

  • From: "Allan Thompson" <allan1.thompson@xxxxxxx>
  • To: <ian-reeds-games@xxxxxxxxxxxxx>
  • Date: Mon, 1 Apr 2013 18:43:32 -0400

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

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