Game Development Reference
In-Depth Information
Project 6
Create Smart AI
Creaing AI can be the most diicult and complex task in the development of a game because
we have to calculate every possible way to make it as smart as a human brain. Most games
need the AI for the enemy to be able to react to the player. The AI will run towards and
atack the player, or when the player hits the wall, he or she will jump or walk avoiding the
obstacles, and so on.
However, we have to be careful with the balance between making the AI smart and the
performance speed to get the best moves. To get the best moves means more calculaion, so
it might cause a problem with performance slowing down.
We can use A* Algorithm for the pathfinder or Minimax Algorithm to calculate the best
move, but these algorithms are very complex for a beginner.
A* Algorithm or A Star Algorithm is a computer algorithm that is widely used in
path finding and graph traversal nodes. Noted for its performance and accuracy,
it enjoys widespread use. Peter Hart, Nils Nilsson, and Bertram Raphael first
described the algorithm in 1968. It is an extension of Edsger Dijkstra's 1959
algorithm. Reference from:
http://en.wikipedia.org/wiki/A*_search_algorithm .
Minimax Algorithm is a decision rule used in decision theory, game theory,
staisics, and philosophy for minimizing the possible loss while maximizing the
potenial gain. Alternaively, it can be thought of as maximizing the minimum gain
(maximin). Originally formulated for two-player zero-sum game theory, covering
both the cases where players take alternate moves and those where they make
simultaneous moves, it has also been extended to more complex games and to
general decision making in the presence of uncertainty. Reference from:
http://en.wikipedia.org/wiki/Minimax .
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