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25690: Re: [MUD-Dev] AI not worth doing in our games?
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From: "Kwon Ekstrom" <justice@softhome.net>
Newsgroups: nu.kanga.list.mud-dev
Date: Wed, 11 Dec 2002 18:00:22 -0700
References: [1]
Organization: Kanga.Nu
From: "shren" <shren@io.com>
> I think part of the important bit in AI is having different
> instances of the same creature behave slightly differently. You
> can probably do this by giving different behaviors slightly
> different activation threshholds - have a different pidgeon
> preform the different activities at different rates, with
> different ranges.
Definitely, AI should behave with a few variances... that's quite
simple to do with "some" types of AI designs. While hardly an
example on ideal AI, I use an event handler, and it'd be rather
simple to put in a few random modifiers into the AI.
-- Kwon J. Ekstrom
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