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AI for Fight Games (Street fighter Style)


AI for Fight Games (Street fighter Style)

Postby Twelvegames » Nov 15, 2004 @ 6:39pm

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Postby jongjungbu » Nov 15, 2004 @ 7:11pm

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Postby ppcStudios » Nov 15, 2004 @ 7:19pm

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Postby jaguard » Nov 15, 2004 @ 7:37pm

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Postby jongjungbu » Nov 15, 2004 @ 7:48pm

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Postby jaguard » Nov 15, 2004 @ 8:05pm

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Postby ppcStudios » Nov 15, 2004 @ 8:56pm

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Postby Mr X » Nov 15, 2004 @ 9:23pm

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Postby ppcStudios » Nov 16, 2004 @ 3:14pm

While not the reference I was looking for, I came across O'Reilly's AI for Game Developers (ISBN 0-596-00555-5) which provides a good example of determining GA fitness (probably the most difficult aspect of GA implementation) in an RTS.

There is also a good discussion of using a FSM for Streetfighter style games per jaguard's suggestion.

The book is definately worth reading.
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Postby Twelvegames » Nov 16, 2004 @ 3:23pm

Thanks a lot, i will take alook at it.
It's so strange that there is so few articles on this around the Web.
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Postby Structure » Nov 17, 2004 @ 10:01pm

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Postby refractor » Dec 7, 2004 @ 1:25pm

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Postby Ludens » Dec 7, 2004 @ 5:00pm

Finite state machines will be enough I think. Just make a lot of them.
Neural network algorithms are not worth it, I think. Virtual Fighter or something used them but I don't think anybody noticed.
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Postby sponge » Dec 7, 2004 @ 5:27pm

holy internets batman.
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Postby Ludens » Dec 11, 2004 @ 3:48pm

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