Timeline for How complex should enemy AI be in a dnd-alike?
Current License: CC BY-SA 3.0
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| Jul 11, 2013 at 16:35 | comment | added | John Snowdon | Another interesting perspective in this previous question: gamedev.stackexchange.com/questions/12071/… with respect to assigning scores to the highest threat characters. I think I have some interesting ideas to work with, thanks! | |
| Jul 11, 2013 at 7:38 | comment | added | John Snowdon | Interesting, thanks. Whether for good or bad, the 'monsters' in my game are composed of the same basic races and classes as the player party, so have access to the same statistics - so it should be possible to model something along this line of behaviour taking into account their INT/WIS. | |
| Jul 11, 2013 at 5:11 | comment | added | GMJoe | Exactly. In the pencil-and-paper game, NPC choices are informed primarily by "How intelligent this guy is supposed to be" and "what this guy's training and habits are." A skilled yet dumb-as-an-ox swordsman probably has great reflexive reactions to common battlefield situations, but would get into trouble if in any situation he's unfamiliar with; Conversely, a bookish but brilliant wizard might have no idea how to react when ambushed - but you can bet he'll think up a strategy in a hurry. | |
| Jul 10, 2013 at 22:57 | history | answered | basicer | CC BY-SA 3.0 |