Herself’s Artificial Intelligence

Humans, meet your replacements.

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Gamasutra article on Turning Algorithms for Strategy Games

Designing AI Algorithms for Turn-Based Strategy Games

In action games the AI opponent always has the natural advantage: perfect accuracy and lightning fast reflexes, so the challenge in designing the AI for those games is making it act more human and to be beatable.

In turn-based strategy games the tables are turned. Speed and accuracy are no longer important factors and the cunning and intuition of the human player will easily out match any AI opponent. In fact, it’s nearly impossible to design a AI that can beat an experienced player, but that is not really the point anyway.

The challenge is to make the AI’s attack and defense strategy to appear intelligent and thought out, providing a challenge but letting the player win in the end. Once the player has familiarized himself/herself with the tactics of the AI the game rapidly gets boring, so a certain amount of unpredictability is desirable. . . .

I ran across this article while looking into predator prey chases and thought it might be of interest to some of you.

See also:
Simple predator prey chase algorithms
Predator prey chases using potential functions

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