Artificial Intelligence in Turn-Based RPGs
#1
So I've been trying to write up some AI for my RPG Maker XP project. It will be used by both actors and enemies, so I am writing it as generic as possible. It got me thinking about what makes a good AI in an RPG, and what are the basic tactics one uses to play an RPG.

So, what do you think makes a good AI? Consider the AI for trainers in the portable Pokemons vs the AI in Pokemon Stadium. In the normal Pokemon games the AI trainers are reluctant to switch pokemon, while in Pokemon Stadium they switch freely. Why? Also, is cheating an acceptable way for an AI to cover its flaws?

To write an AI for an RPG, it would be helpful to understand how an RPG is played. What are some tactics you use when playing RPG Maker games, or any turn-based RPGs? A tactic I discovered is "the healer must heal someone whose health is lower than the attack power of all remaining enemies combined (in other words, heal the guy who could die next turn if he is ganged up on)."
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Artificial Intelligence in Turn-Based RPGs - by MechanicalPen - 04-06-2013, 07:31 AM

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