ABSTRACT
Continuing the series of articles about the AI in AI War. Discusses player agency versus AI agency, and why the gameplay of AI War is based around keeping the AI deviously reactive rather than ever fully giving it the "tempo." Makes comparisons to games in other genres, most notably the various sorts of FPS games and why their AI is alternatively either more or less reactive based on their respective subgenre of FPS.
Designing Emergent AI, Part 6: The "Tempo," and AI vs. Player Agency
Continuing the series of articles about the AI in AI War. Discusses player agency versus AI agency, and why the gameplay of AI War is based around keeping the AI deviously reactive rather than ever fully giving it the "tempo." Makes comparisons to games in other genres, most notably the various sorts of FPS games and why their AI is alternatively either more or less reactive based on their respective subgenre of FPS.
Designing Emergent AI, Part 6: The "Tempo," and AI vs. Player Agency
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