To: djgpp AT delorie DOT com Subject: Re: Where to find AI info??? Message-ID: <19970214.172521.7647.3.chambersb@juno.com> References: <01bc1ab1$4af5fd60$3e1a92ce AT jasong> From: chambersb AT juno DOT com (Benjamin D Chambers) Date: Fri, 14 Feb 1997 20:23:29 EST On 14 Feb 1997 19:57:06 GMT "Jason Goelzer" writes: >Anybody know where I can get some info on AI??? >I need to know how to make the computer be a good opponent. >-- > Jason Goelzer > >Email: jasong AT rconnect DOT com > READ A BOOK :) Seriously, I looked at some recently (sorry, can't remember the name - something like 'An Introduction to Artificial Intelligence') and it was INCREDIBLE - however, a lot of AI has nothing to do with games. What I figured out was, that for AI you need to: Decide on EVERY action the computer can take, Decide on a representation, Find a method to allow the computer to use a simple method of finding the right branch based on the right circumstances. As I recall, the best (fastest) method was to use an array, use certain condition flags as indices into it, each element represents a number. One method I like: Create a function for each possible action, Create an array pointers to functions, Store the addresses of these functions into the array, Set flags during movement phase, Use the flags variable as a lookup into the array of functions to call (ie 'comp_ai[FLAGS](npc_1);' where FLAGS is the flags variable and npc_1 has been defined to 1, as in the first computer character. Several variations on this are possible). ...Chambers