[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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