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From: kkent@gulf.uvic.ca (Kevin Kent)
Subject: Re: Command and Conquer AI
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References: <4j03jj$i04@news.interpath.net> <DouCuB.GAB@cix.compulink.co.uk> <4jcim9$i5v@tribune.concentric.net>
Date: Thu, 28 Mar 1996 17:19:01 GMT
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In article <4jcim9$i5v@tribune.concentric.net>, Swoodcoc@cris.com (Steven
Woodcock) wrote:

>    Hmmmm.....I hadn't thought that they might do that.  While it *does*
> seem CPU efficient, it doesn't seem very memory efficient.  
> 
>    Lessee, to store the cheapest routes from every point to every other 
> point on a 100x100 square grid map, with, say 10 waypoints per "path", would
> be a lot of memory.....

I'd probably wouldn't include every position, rather it'd probably trace
out common routes to different places on the map. So, you'd have a path
from the barracks to the front gate, from the Weapons Production to the
front gate, from the front gate to the enemy base... Basically, it'd just
plot out a path for the units to take.

The strange thing about the C&C AI is that they seem to take a couple of
different routes. In a mission I was playing last night, I could count on
2 Bazooka guys and 2 flame throwers to come at me from the east every few
minutes, and 4 flamethrower guys to come from the south about the same
time. Strange. Sometimes they'd even ignore obvious targets, such as
undefended harvesters!

K.
-- 
Kevin Kent (kkent@csc.uvic.ca)
Student, CSc/B, University of Victoria, Canada
