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	<title>Comments on: Stateless AI</title>
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	<link>http://www.gameproducer.net/2006/06/16/stateless-ai/</link>
	<description>I bake games. Indie style.</description>
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		<title>By: Eric Fortier</title>
		<link>http://www.gameproducer.net/2006/06/16/stateless-ai/comment-page-1/#comment-3950</link>
		<dc:creator>Eric Fortier</dc:creator>
		<pubDate>Fri, 16 Jun 2006 17:03:36 +0000</pubDate>
		<guid isPermaLink="false">http://www.gameproducer.net/2006/06/16/stateless-ai/#comment-3950</guid>
		<description>&gt; AI doesn’t sell games [...] people don’t see it in screenshots. :)

No, but they read about it in reviews. I thinkthe quality of the AI required depends on the game. A pure strategy game (real time or turn-based) with an AI that sucks (too random, too tough or too weak) would probably get the game very poor reviews and be boring. On the other hand, a shooter with a moderate AI could get by if the story and graphics are top notch. I know that I played quite a few shooter with not-so-good AI that were plenty of fun.

&gt; Balancing is the most important aspect of AI construction. 
&gt; So choose the technique that fulfills this aspect for you.

This is pretty good advice ;) thanks!</description>
		<content:encoded><![CDATA[<p>&gt; AI doesn’t sell games [...] people don’t see it in screenshots. :)</p>
<p>No, but they read about it in reviews. I thinkthe quality of the AI required depends on the game. A pure strategy game (real time or turn-based) with an AI that sucks (too random, too tough or too weak) would probably get the game very poor reviews and be boring. On the other hand, a shooter with a moderate AI could get by if the story and graphics are top notch. I know that I played quite a few shooter with not-so-good AI that were plenty of fun.</p>
<p>&gt; Balancing is the most important aspect of AI construction.<br />
&gt; So choose the technique that fulfills this aspect for you.</p>
<p>This is pretty good advice ;) thanks!</p>
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		<title>By: Ville</title>
		<link>http://www.gameproducer.net/2006/06/16/stateless-ai/comment-page-1/#comment-3946</link>
		<dc:creator>Ville</dc:creator>
		<pubDate>Fri, 16 Jun 2006 14:15:06 +0000</pubDate>
		<guid isPermaLink="false">http://www.gameproducer.net/2006/06/16/stateless-ai/#comment-3946</guid>
		<description>In a nutshell, AI doesn&#039;t sell games. You cannot put it on a box, people don&#039;t see it in screenshots. :)</description>
		<content:encoded><![CDATA[<p>In a nutshell, AI doesn&#8217;t sell games. You cannot put it on a box, people don&#8217;t see it in screenshots. :)</p>
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		<title>By: Christian Behrenberg</title>
		<link>http://www.gameproducer.net/2006/06/16/stateless-ai/comment-page-1/#comment-3929</link>
		<dc:creator>Christian Behrenberg</dc:creator>
		<pubDate>Fri, 16 Jun 2006 08:21:38 +0000</pubDate>
		<guid isPermaLink="false">http://www.gameproducer.net/2006/06/16/stateless-ai/#comment-3929</guid>
		<description>Like the programmer personality test, it seems to me that a lot of AI programmers are so much planning and outsmartening their routines just because AI is such a complex building and it is obviously a typical thing for workflow and state diagrams or the usual brainstorming sessions (argh).

I experienced that the most valueable ratio for building a game AI is 50 % planning and 50 % balancing. You cannot plan it. You must touch it everywhere more or less so that it becomes a true, emotional success to you (the player). The most important aspect of designing AI is also: design the AI so that it fits your game! Currently I&#039;m involved in a casual game development process and the AI for all submodules is pretty simple, some more or less advanced statemachines. I touched them so that the enemies keep the action on a high level without any big and complex formulas or neural networks *hint*hint*

Maybe you can say &quot;yes, but its a casual game&quot;. It doesnt matter. The user matters. And if the user has fun, it&#039;s good. If you doubt what AI technique to use and you are most common with advanced statemachines to build a challenging and a &quot;fun to play against&quot; AI, whereas you know how to tweak it to get the ultimate emotional immersion to the player - then do it. If you come from university and neural networks or so is common to you like .. hm... making a sandwich (I&#039;m not sure, I know people who even cant do that :D) you should do that of course.

So don&#039;t plan _too_ much I say. Balancing is the most important aspect of AI construction. So choose the technique that fulfills this aspect for you.</description>
		<content:encoded><![CDATA[<p>Like the programmer personality test, it seems to me that a lot of AI programmers are so much planning and outsmartening their routines just because AI is such a complex building and it is obviously a typical thing for workflow and state diagrams or the usual brainstorming sessions (argh).</p>
<p>I experienced that the most valueable ratio for building a game AI is 50 % planning and 50 % balancing. You cannot plan it. You must touch it everywhere more or less so that it becomes a true, emotional success to you (the player). The most important aspect of designing AI is also: design the AI so that it fits your game! Currently I&#8217;m involved in a casual game development process and the AI for all submodules is pretty simple, some more or less advanced statemachines. I touched them so that the enemies keep the action on a high level without any big and complex formulas or neural networks *hint*hint*</p>
<p>Maybe you can say &#8220;yes, but its a casual game&#8221;. It doesnt matter. The user matters. And if the user has fun, it&#8217;s good. If you doubt what AI technique to use and you are most common with advanced statemachines to build a challenging and a &#8220;fun to play against&#8221; AI, whereas you know how to tweak it to get the ultimate emotional immersion to the player &#8211; then do it. If you come from university and neural networks or so is common to you like .. hm&#8230; making a sandwich (I&#8217;m not sure, I know people who even cant do that :D) you should do that of course.</p>
<p>So don&#8217;t plan _too_ much I say. Balancing is the most important aspect of AI construction. So choose the technique that fulfills this aspect for you.</p>
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		<title>By: Paul Mendoza</title>
		<link>http://www.gameproducer.net/2006/06/16/stateless-ai/comment-page-1/#comment-3917</link>
		<dc:creator>Paul Mendoza</dc:creator>
		<pubDate>Fri, 16 Jun 2006 06:57:24 +0000</pubDate>
		<guid isPermaLink="false">http://www.gameproducer.net/2006/06/16/stateless-ai/#comment-3917</guid>
		<description>All knowing AI that&#039;s smarter than the player is typically best and then throw in a random mistake generator to dumb it down. Best way I think to build AI for a game.</description>
		<content:encoded><![CDATA[<p>All knowing AI that&#8217;s smarter than the player is typically best and then throw in a random mistake generator to dumb it down. Best way I think to build AI for a game.</p>
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