Unity Artificial Intelligence Programming - Fourth Edition
by Dr. Davide Aversa, Aung Sithu Kyaw, Clifford Peters
Random and probability in AI
Imagine an enemy bot in a First Person Shooter (FPS) game that can always kill the player with a headshot, an opponent in a racing game that always chooses the best route and overtakes without collision with any obstacle. Such a level of intelligence will make the game so hard that it becomes almost impossible to win and thus frustrating. On the opposite side of the spectrum, imagine an AI enemy that always chooses the same route when it tries to escape from or attack the player. AI controlled entities behaving the same way every time the player encounters them, make the game predictable, easy to win, and therefore boring.
Both of the previous situations affect the fun aspect of the game and make the player feel ...
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