Wednesday, June 17, 2009

Designing Emergent AI, Part 3: Limitations

Continuing the series of articles about the AI in AI War.  Takes a look at some of the limitations of emergent-style AI, and how those limitations can be overcome by combining the techniques proposed here with other styles of AI.  Explores the heavily hybridized nature of the AI in AI War itself, and how AI for games in other genres might utilize some of the hybridized approaches -- but more importantly, where the boundaries of usefulness are for this approach (it isn't appropriate for racing or puzzle games, for instance).

Designing Emergent AI, Part 3: Limitations

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