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Return to Castle Wolfenstein

Great article once again, Alex :)

It's been a while since I played RtCW last time, but I recognized many of the pitfalls you noted. I think the biggest flaw in RtCW AI (as in most of the FPS AIs) is the lack of randomness in their reactions. FSM's yield quite a dull behavior. I think much more interesting approach would be to use some kind of stochastic FSM, where there would be many possible transitions with different probabilities. Of course that would make testing and debugging quite a bit harder.

4 posts.
Sunday 12 May, 20:33
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Fuzzy State Machines

I didn't think the behaviours were dull. Admittedly, they did seem quite consistent (when you play a bit over and over), but they use lots of other tricks to make them interesting...

- Varied Unit Placement
- Influence of Player Tactics

All this contributes to making the AI less monotonous.

935 posts.
Sunday 19 May, 13:05
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