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Old 04-26-2010, 09:01 PM
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TheGrunch TheGrunch is offline
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Oh yes, of course, much of what the AI do is just reaction-based "if this happens, do this", but like I say, the complexity involved is quite different. In an FPS you have "point gun at player and shoot" then "oh no you're out of ammo, walk behind a wall" (if you're very lucky!), where in combat flightsims there's quite a lot more involved in producing an AI that even vaguely challenges the player.
What I think would be an interesting experiment would be to run a neural networking AI through playing a game, and then take snapshots of this AI at various stages in its development and use these snapshots to produce a rule-set for the actual game's AI implementation with each snapshot being a different difficulty level or "personality" of AI. Although I have no idea how feasible that idea would be.
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