I wrote a clone of battle zone the old Atari tank game. For the enemy tank “AI” I just used a simple state machine with some basic heuristics.
This gave a great impression of an intelligent adversary with very minimal code and low CPU overhead.
I wrote a clone of battle zone the old Atari tank game. For the enemy tank “AI” I just used a simple state machine with some basic heuristics.
This gave a great impression of an intelligent adversary with very minimal code and low CPU overhead.
Game design is filled with simple ideas that interact in fun ways. Every time I have tried to come up with complex AIs I ended up scrapping them in favor of "stupid" solutions that turned out to be more enjoyable and easier to tune.
I can vouch from my experience of turn-based games that exploiting a dumb AI often makes the game more fun (and gives the developer license to throw more/tougher enemies at the player), and noticing the faults really doesn't degrade the experience like you'd expect.
Unless enemies have entirely non-functional pathing. Then it's just funny.