ONE of the most fundamental requirements of game AI is to sensibly move characters around. Even the earliest AI-controlled characters (the ghosts in Pac-Man, for example, or the opposing bat in some Pong variants) had movement algorithms that weren’t far removed from modern games.
Movement forms the lowest level of AI techniques in our model, shown in Figure 3.1.
Many games, including some with quite decent-looking AI, rely solely on movement algorithms and don’t have any more advanced decision making. At the other extreme, some games don’t need moving characters at all. Resource management games and turn-based games often don’t need movement algorithms; once a decision is made where to move, the character can simply be placed there. ...
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