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Going to War: Creating Computer War Games by Jason Darby

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Chapter 9. Enemy Movement

One of the most complex aspects of making any war game is that of the enemy player and its AI. AI stands for Artificial Intelligence, and within your game, it is associated with the computer-controlled player moving its pieces, commanding attacks, and giving the human player differing levels of game difficultly.

In this chapter, you will primarily look at enemy movement on the map and how to accomplish computer movement by using smaller projects that build up to a more complicated movement engine.

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