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From: raf@netcom.com (Hugh Sider)
Subject: Re: Gripe: Games with poor or static opponents (Re: what kind of AI to use?)
Message-ID: <rafDt04xA.Gr0@netcom.com>
Organization: NETCOM On-line Communication Services (408 261-4700 guest)
References: <4plcti$10h@celebrian.otago.ac.nz> <Pine.SGI.3.91r.960612171631.17387A-100000@freenet> <4pqeqf$7eu@liberator.concentric.net> <Pine.SGI.3.91r.960614065636.11081A-100000@freenet>
Date: Fri, 14 Jun 1996 18:05:34 GMT
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In article <Pine.SGI.3.91r.960614065636.11081A-100000@freenet>,
Darrin Robert O'leary  <olearydr@freenet.msp.mn.us> wrote:
>
>
>is now your game, a completely portable engine (if coded right).  The 
>player can be a human, a computer opponent, or even a network 
>connection.  Your game doesn't care, it only deals with players.

This isn't really an AI topic, but consider that neither an AI dll nor a 
directly attached UI has latency problems.  A network socket does.  

>
>How well does that notion sit with management? :)
> 
It depends on the future plans for the game.  If Id had planned to sell 
WAD add-ons, they probably would have discouraged wad editors.  Steve had 
a good point in his earlier post; what percentage of the market would 
like this feature?

I am also concerned about the effort needed to expose the game data to an 
external AI, and the time involved.  I'll give it some thought, though.

>         ---------   Doc


-- 
Hugh Sider                               raf@netcom.com
Coolhand Interactive                     Opinions are mine, not Coolhand's.

