Artificial Intelligence for Games Companion CD-ROM (The by Ian Millington

By Ian Millington

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Enemy characters home in on the player, but sidestep at random intervals as they move forward. Players reported that characters were able to anticipate their firing patterns and dodge out of the way. Obviously, they couldn’t always anticipate it, but a timely sidestep just at a crucial moment stayed in their minds and shaped their perception of the AI. 2 W HEN C OMPLEX T HINGS L OOK B AD Of course, the opposite thing can easily happen. , 2002], one of the games Sony used to tout the new gameplay possibilities of their PlayStation 2 hardware before it was launched.

When I did my undergraduate and postgraduate research in the early 1990s, I naturally followed the zeitgeist and specialized in genetic algorithms. It is worth noting, however, that natural computing techniques weren’t invented in the 1980s and 1990s. Neural networks, for example, predate the symbolic era; they were first suggested in 1943 [McCulloch and Pitts, 1943]. I see it more of a fashion shift to natural computing, although I’m sure there are those that would see it as inevitable progress.

Enemy characters home in on the player, but sidestep at random intervals as they move forward. Players reported that characters were able to anticipate their firing patterns and dodge out of the way. Obviously, they couldn’t always anticipate it, but a timely sidestep just at a crucial moment stayed in their minds and shaped their perception of the AI. 2 W HEN C OMPLEX T HINGS L OOK B AD Of course, the opposite thing can easily happen. , 2002], one of the games Sony used to tout the new gameplay possibilities of their PlayStation 2 hardware before it was launched.

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