2015-03-02 18:56:57

The way I was thinking about going about this was like this: just as the player has a random chance of making mistakes, I'd say about 25% on average unless the player is generally not very good, I was thinking about programming my AI the same way. If it encountered an obstacle, there would only be a 74 to 79% chance that it would actually swerve out of the way. I want to make this as random and inconsistent as possible, since that is usually the case for humans themselves. Would a random chance variable or something affectively increase the ballence between players and computer AI?

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2015-03-02 19:10:59

Probably.  But do you have an AI working already?

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2015-03-02 19:13:35

Most of one, yes. Except for that part, the one about which this queery was posted.

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2015-03-02 20:03:11 (edited by camlorn 2015-03-02 20:03:27)

Then it's probably fine.  Some AI structures do not lend themselves to having such a variable because in comparison with what you probably have, they're best described as bloody complicated.

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2015-03-02 22:16:57

Ah I see. I'm trying to keep my AI structure code as flexable as possible to prevent complication. I'm assencially coding the AI structure from scratch, thus allowing me to customise it any way I choose: I'm having to manually right out every script. How will it deal with turns? How will it deal with obstacles? How the heck will it move, for instance.
  But yeah. I thought I'd give this a go, just so enemies aren't 200% or 0% of the player's abilities all the time.

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2015-03-05 08:09:29

What engine are you writing this game with?

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2015-03-06 01:53:06

pure basic

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