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From: robinbryce@cix.compulink.co.uk ("Robin Bryce")
Subject: Pilot Intelligence
Message-ID: <E2D20E.Cz1@cix.compulink.co.uk>
Organization: Compulink Information eXchange
Date: Fri, 13 Dec 1996 16:33:49 GMT
X-News-Software: Ameol
Lines: 27

Hello,
I'm leading a team working on a pre jet engine fighter aircraft game. The 
game has a heavy multi-player emphasis. We will need to get started on 
the intelligence soon. I am of the understanding that the conventional 
approach is to get a pilot tactics manual and code up all the cases. This 
sounds dull. If its the most effective method we'll do it. If there is a 
better and hopefully more interesting approach I'd like to hear about it. 

I'd like to support a model that allows NPC's to adapt tactics in 
reaction to human players they have 'experience' of. Also I'd like to 
have an NPC mimick the style & ability of a temporarily indisposed human 
player. 

Any suggestions for further intelligence related concepts that could make 
a multi-player flight sim more fun would be greatly appreciated. As would 
any pointers to books/web sights/mailing lists that have already covered 
this ground.

TIA,
Robin Bryce

Senior Software Engineer
Walrond Software Research.

personal        robinbryce@cix.compulink.co
work            RBryce@wsr.co.uk

