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The design and/or logic of how an in-game entity makes decisions about its behavior.

1 vote

Machine Learning in AI for benefit analysis round to round in a rummy like game

The reason to keep the unknown data random is because you want to teach the AI the odds of a decision based only on the known data. …
Attackfarm's user avatar
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0 votes
Accepted

What does distance divided by acceleration mean?

This is difficult to understand because it’s incredibly unclear code. It begins to make more sense if you read "deceleration" as "factor of slowness", or even more precisely, "deceleration * Decelera …
Attackfarm's user avatar
  • 2,209
2 votes
Accepted

Game AI move towards player while avoiding an obstacle

There's a few questions that are very relevant to the potential answer given. What is the desired behavior? It's clear you want the enemy to avoid the obstacle/mouse, but how? Is it a zombie amblin …
Attackfarm's user avatar
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1 vote

Behavior Trees and Animations

While it is, of course, possible to implement animations within an AI architecture, it would be a poor methodology for a number of reasons. … Remember that the AI is only meant as a means of decision making, not implementing those decisions in the world. …
Attackfarm's user avatar
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7 votes
Accepted

Fuzzy State Logic or Finite State Machine for AI

In this light, it's a question of whether or not an extra level of AI sophistication is appropriate. … and more "What level of sophistication of AI is appropriate for my game?" …
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