[Uh-user] Beginning work on an AI implementation design

André Reichelt andre-r at online.de
Sun Nov 15 18:16:49 CET 2009


Christoph Egger schrieb:
>  - For »feeling« Human, I consider it usefull to give the computer
>    players some kind of personality so the blue player on the map will
>    tend to solve some problem similarly if confronted again while the
>    red player does something entirely different each time.

Let's use such a system like in the newer Annos witch characters.
Probably we should transfer the complete AI stuff into a separate "file"
and just implent interfaces into the game. This will give interested
players the ability to create own AIs or modify them.

Or we create a special language (like the scenario stuff) to write those
control scripts for the AI. The language should use a intuitive syntax
and should be action-based. For example an action could be "run out of
wood" and then a few commands what should be done next ("build
lumberjack near a forrest").

What do you think?

Regards,
André

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