Designing Artificial Intelligence for Games (part 2)
In the last article (part 1), I discussed ways to govern the basic decisions that an intelligent agent-as artificial intelligence (AI) research refers to entities that use AI-may make. In this article, I give our hero (or monster or any type of game entity) some context to the decisions that will be made. Intelligent agents need to identify points of interest in the game world, then figure out how to get there. Finally, this article shows how to optimize these methods and provides ways of organizing them to account for multithreading. This article gets dangerously close to real artificial intelligence (AI). All intelligent agents need to have a basic ability to perceive their environment and some means of navigating and moving within the world around them-be it real or otherwise. Your entities will need to do the same, although with a much different approach. You can also cheat-which you will to make sure everything runs nice and fast.