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SummaryThis chapter started by creating a custom representation for the desired behaviors:
After that, we moved on to ways to optimize the behaviors using genetic algorithms:
Back into the practical world of in-game behaviors, we talked about dodging fire and rocket jumps:
The resulting behaviors are relatively close to what human players would do, despite not being perfect. The dodging behavior is useful in practice when triggered at the right moment, but rocket jumping is used just to show off! We need a higher-level AI to decide when to use it. The technology used in this chapter manages to express sequences of actions very well, but fails to provide some other functionality we take for granted in expert systems. Part VI will actually look into a way of expressing arbitrary sequences with rules—resulting in finite state machines. These are more powerful, but would be less tailored to this particular problem at hand. |
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