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From: bwolff@newswire.de (Bernd Wolff)
Subject: Re: Extensible Game AI (was Warcraft 2 AI)
Date: 26 Dec 1996 00:58:00 +0100
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benton@bitstream.net meinte am 25.12.96
zum Thema "Re: Extensible Game AI (was Warcraft 2 AI)":

b> Which brings up a problem I've been thinking about. When you separate the
b> game engine from the AI this way, how does the AI know about the map?
b> When the AI is part of the engine, the most natural way to keep track
b> of who knows what about the map is to include that data in the same
b> data structure the game engine uses for the world. When we separate
b> the AI into a separate module, we now have to have a way of communicating
b> the map knowledge. Perhaps this is good, since we can now abstract the
b> map data into a form that is more useful to the AI. Any thoughts?

There should be an API which can be used to interact with the game engine
in the same way as a human user would do - e.g. a call like  
"Get_Visible_Area" could return a copy of the map with all undiscovered
parts still blank. Or a "Move_Unit" command which would have its  
parameters (i.e. distance,direction) checked by the engine to avoid  
cheating. A closely integrated AI can manipulate game data directly, and  
thus - even if not intended, but by fault - cheat, making the game much
less interesting to the human player. I have read of cases where the AI
(if it could be called this -- it was some years ago) did not obey the
rules of the game.

Ciao
  Bernd
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