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AI for Fight Games (Street fighter Style)

Posted:
Nov 15, 2004 @ 6:39pm
by Twelvegames

Posted:
Nov 15, 2004 @ 7:11pm
by jongjungbu

Posted:
Nov 15, 2004 @ 7:19pm
by ppcStudios

Posted:
Nov 15, 2004 @ 7:37pm
by jaguard

Posted:
Nov 15, 2004 @ 7:48pm
by jongjungbu

Posted:
Nov 15, 2004 @ 8:05pm
by jaguard

Posted:
Nov 15, 2004 @ 8:56pm
by ppcStudios

Posted:
Nov 15, 2004 @ 9:23pm
by Mr X

Posted:
Nov 16, 2004 @ 3:14pm
by ppcStudios
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.

Posted:
Nov 16, 2004 @ 3:23pm
by Twelvegames
Thanks a lot, i will take alook at it.
It's so strange that there is so few articles on this around the Web.

Posted:
Nov 17, 2004 @ 10:01pm
by Structure

Posted:
Dec 7, 2004 @ 1:25pm
by refractor

Posted:
Dec 7, 2004 @ 5:00pm
by Ludens
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.

Posted:
Dec 7, 2004 @ 5:27pm
by sponge

Posted:
Dec 11, 2004 @ 3:48pm
by Ludens