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Strategies

Indeed, tactics can vary quite a lot based on the map. It's a good idea to think of specific behaviours at first, and then find a way to abstract them later -- so they can apply to any map.

You sound like you've thought about this quite a lot... what kind of specific tactics did you have in mind?

To detect patterns in movement, you'd have to remember all the enemy's motion. If you're using a waypoint mesh to represent the level, then you could increment a path counter everytime the enemy uses it. Or even better, you could have an array of counters at each node: based on the incoming path, which path was used to leave the node? Do this using an n*n array, where n is the number of paths connected). Though I haven't experimented much with this at all, it should be sufficient to predict the movement fairly accurately. Anything more would be really tough; you'd have to predict the state of the other player too, and simulate what he would do!

Anyway, using that data would suit a search algorithm nicely (basically planning). You simulate the possible options in the future for the bot, and the enemy. It can then decide which is the best moment to pounce, where to go, or how to intercept.

Does that make any sense to you?

935 posts.
Tuesday 26 March, 20:44
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