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Behavioral Mathematics for Game AI by Dave Mark

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Dynamic Response Curves

We can also generate data for a response curve at any point during run time. In fact, as we will find, response curves are at their best when storing and selecting data that is constantly changing. If we think of the buckets as decisions (e.g., “sugarless” vs. “sugary”) and the sizes of the buckets as weights, priorities, or utilities for those decisions, we can see how being able to selected a dynamically weighted decision opens up many methods of adjusting and selecting behaviors. As the game runs, we can change the weights by any method we choose. Any time the weights change, we update the edges, re-sort the vector if necessary, and go about the business of selecting our behaviors. We will deal with this process in ...

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