SO FAR in this book we have seen a whole palette of AI techniques and the infrastructure to allow the AI to get on. I mentioned in Chapter 2 that game AI development is a mixture of techniques and infrastructure with a generous dose of ad hoc solutions, heuristics, and bits of code that look like hacks.
This chapter looks at how all the bits are applied to real games and how techniques are applied to get the gameplay that developers want.
On a genre-by-genre basis, I will look at the player expectations and pitfalls of a game’s AI. No techniques are included here, just an illustration of how the techniques elsewhere in the book are applied. The classification here is fairly high level and loose, and some games may be marketed ...
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