Modeling the actions seems relatively straightforward, although the sensors may prove more challenging. We need to adhere to two main principles for this specification—somewhat different to the previous ones:
As well as adhering to these two principles, we also must formalize the assumptions of the game engine.
As usual, the AI assumes that a lower level is handling the animation. This will take care of selecting the appropriate keyframe cycle for the weapon preparation. After the weapon has been selected, a short delay may occur before the weapon is available for use. This delay corresponds to the time needed to find and prepare the weapon. However, the AI can assume that after the weapon has been selected, it will always become available automatically, with an acceptable delay. This same policy applies to human players.