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 Artificial Intelligence in Turn-Based RPGs
#6
Right how I just have the AI run all options, and choose the one that is most effective (based on damage + states applied - states removed). The problem with this is it might make the AI "too good", and allow it to avoid things it shouldn't know about (It's not fun if you equip a Null Poison and then none of the enemies use Poison anymore.) Any ideas about avoid this? Or is it not worth worrying about?
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RE: Artificial Intelligence in Turn-Based RPGs - by MechanicalPen - 02-06-2014, 01:11 AM

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