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	<title>Comments on: 7 Ways to Make Your AI Smarter</title>
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		<title>By: 7 Ways to Make your AI Smarter &#171; IA on AI</title>
		<link>http://agamesdesignblog.com/2009/03/09/7-ways-to-make-your-ai-smarter/comment-page-1/#comment-286</link>
		<dc:creator>7 Ways to Make your AI Smarter &#171; IA on AI</dc:creator>
		<pubDate>Mon, 24 May 2010 21:13:30 +0000</pubDate>
		<guid isPermaLink="false">http://agamesdesignblog.com/?p=350#comment-286</guid>
		<description>[...] it?) While the author, Rob Hale, writes more about game design in general than AI, his latest post, 7 Ways to Make your AI Smarter was, as you would suspect, about [...]</description>
		<content:encoded><![CDATA[<p>[...] it?) While the author, Rob Hale, writes more about game design in general than AI, his latest post, 7 Ways to Make your AI Smarter was, as you would suspect, about [...]</p>
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		<title>By: [??]7?????????NPC???? &#124; [????]</title>
		<link>http://agamesdesignblog.com/2009/03/09/7-ways-to-make-your-ai-smarter/comment-page-1/#comment-264</link>
		<dc:creator>[??]7?????????NPC???? &#124; [????]</dc:creator>
		<pubDate>Sat, 24 Apr 2010 02:48:00 +0000</pubDate>
		<guid isPermaLink="false">http://agamesdesignblog.com/?p=350#comment-264</guid>
		<description>[...] ???7 Ways to Make Your AI Smarter [...]</description>
		<content:encoded><![CDATA[<p>[...] ???7 Ways to Make Your AI Smarter [...]</p>
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		<title>By: What makes a &#8220;smart&#8221; AI? &#171; Tankeflod</title>
		<link>http://agamesdesignblog.com/2009/03/09/7-ways-to-make-your-ai-smarter/comment-page-1/#comment-202</link>
		<dc:creator>What makes a &#8220;smart&#8221; AI? &#171; Tankeflod</dc:creator>
		<pubDate>Sat, 10 Oct 2009 17:34:50 +0000</pubDate>
		<guid isPermaLink="false">http://agamesdesignblog.com/?p=350#comment-202</guid>
		<description>[...] a long time ago and been trying to find again ever since &#8211; a very design-oriented piece giving 7 ways to make the AI opponent smarter. Although it only scratches the surface, it gave a good overview. Use some scripting for entries [...]</description>
		<content:encoded><![CDATA[<p>[...] a long time ago and been trying to find again ever since &#8211; a very design-oriented piece giving 7 ways to make the AI opponent smarter. Although it only scratches the surface, it gave a good overview. Use some scripting for entries [...]</p>
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		<title>By: Wei Chen</title>
		<link>http://agamesdesignblog.com/2009/03/09/7-ways-to-make-your-ai-smarter/comment-page-1/#comment-154</link>
		<dc:creator>Wei Chen</dc:creator>
		<pubDate>Tue, 05 May 2009 04:40:44 +0000</pubDate>
		<guid isPermaLink="false">http://agamesdesignblog.com/?p=350#comment-154</guid>
		<description>This is a very good article about the AI in games. The AI technology is an important part in a game, it can increase the gameplay for the game. However, I found it&#039;s difficult to make a suitable AI level for a specific game(I mean not too smart, not too stupid). I remember in my first XNA game &quot;PacMan&quot;, I implemented the A* algorithm for the Ghost, but it make my game is very difficult to win. The Ghost can easily find where the PanMan is, and find the shortest path to go to the PanMan. Even the PanMan is moving, the Ghost still can dynamicly compute the shortest path to the PanMan. It seems the Ghosts are too smart, once the PanMan move slowly, it will be eaten by the Ghost.  And another problem is the physical limitation of the game&#039;s machine. In my &quot;PacMan&quot; game, the A* algorithm requires lots of CPU and Memory for computing the path. So, I think the things that I have to do is reduce the AI level, make the computing of pathfinding not too often. 

Anyway, the &quot;PanMan&quot; is just a very simple 2D game. I think in most 3D game, the thing we have to do is make the AI smarter. Only one mothed is not enough, as Rob mentioned before, we should combin different ways to make a high level AI.</description>
		<content:encoded><![CDATA[<p>This is a very good article about the AI in games. The AI technology is an important part in a game, it can increase the gameplay for the game. However, I found it&#8217;s difficult to make a suitable AI level for a specific game(I mean not too smart, not too stupid). I remember in my first XNA game &#8220;PacMan&#8221;, I implemented the A* algorithm for the Ghost, but it make my game is very difficult to win. The Ghost can easily find where the PanMan is, and find the shortest path to go to the PanMan. Even the PanMan is moving, the Ghost still can dynamicly compute the shortest path to the PanMan. It seems the Ghosts are too smart, once the PanMan move slowly, it will be eaten by the Ghost.  And another problem is the physical limitation of the game&#8217;s machine. In my &#8220;PacMan&#8221; game, the A* algorithm requires lots of CPU and Memory for computing the path. So, I think the things that I have to do is reduce the AI level, make the computing of pathfinding not too often. </p>
<p>Anyway, the &#8220;PanMan&#8221; is just a very simple 2D game. I think in most 3D game, the thing we have to do is make the AI smarter. Only one mothed is not enough, as Rob mentioned before, we should combin different ways to make a high level AI.</p>
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		<title>By: Dave Mark</title>
		<link>http://agamesdesignblog.com/2009/03/09/7-ways-to-make-your-ai-smarter/comment-page-1/#comment-68</link>
		<dc:creator>Dave Mark</dc:creator>
		<pubDate>Mon, 16 Mar 2009 02:55:06 +0000</pubDate>
		<guid isPermaLink="false">http://agamesdesignblog.com/?p=350#comment-68</guid>
		<description>Good basic points you are making there. I made a few return comments of my own &lt;a href=&quot;http://www.intrinsicalgorithm.com/IAonAI/2009/03/7-ways-to-make-your-ai-smarter.html&quot;&gt;here&lt;/a&gt;.</description>
		<content:encoded><![CDATA[<p>Good basic points you are making there. I made a few return comments of my own <a href="http://www.intrinsicalgorithm.com/IAonAI/2009/03/7-ways-to-make-your-ai-smarter.html" onclick="pageTracker._trackPageview('/outgoing/www.intrinsicalgorithm.com/IAonAI/2009/03/7-ways-to-make-your-ai-smarter.html?referer=');">here</a>.</p>
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		<title>By: Scalene</title>
		<link>http://agamesdesignblog.com/2009/03/09/7-ways-to-make-your-ai-smarter/comment-page-1/#comment-64</link>
		<dc:creator>Scalene</dc:creator>
		<pubDate>Sun, 15 Mar 2009 13:55:51 +0000</pubDate>
		<guid isPermaLink="false">http://agamesdesignblog.com/?p=350#comment-64</guid>
		<description>I made a really in-depth comment about this article, and it was lost in the realm of JavaScript. But, essentially, you really hit the nail on the head with your summary of how gamers like their AI. Reading the article, I kept going, &quot;Yeah, that really is awesome, when I think about it.&quot;

Also, in relation to the above poster&#039;s comments on Minerva, I never actually saw any great advances on the AI. What I did love was the incredibly movement between levels, and the very beginning, when you feel hunted down, and almost doomed from the Combine breathing down your neck, superior in every way. In an unrelated note, the feeling of finally finding a shotgun and being able to blast them to the depths of hell was absolutely phenomenal, something I never expected from a mod.</description>
		<content:encoded><![CDATA[<p>I made a really in-depth comment about this article, and it was lost in the realm of JavaScript. But, essentially, you really hit the nail on the head with your summary of how gamers like their AI. Reading the article, I kept going, &#8220;Yeah, that really is awesome, when I think about it.&#8221;</p>
<p>Also, in relation to the above poster&#8217;s comments on Minerva, I never actually saw any great advances on the AI. What I did love was the incredibly movement between levels, and the very beginning, when you feel hunted down, and almost doomed from the Combine breathing down your neck, superior in every way. In an unrelated note, the feeling of finally finding a shotgun and being able to blast them to the depths of hell was absolutely phenomenal, something I never expected from a mod.</p>
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		<title>By: Naurgul</title>
		<link>http://agamesdesignblog.com/2009/03/09/7-ways-to-make-your-ai-smarter/comment-page-1/#comment-61</link>
		<dc:creator>Naurgul</dc:creator>
		<pubDate>Thu, 12 Mar 2009 14:38:11 +0000</pubDate>
		<guid isPermaLink="false">http://agamesdesignblog.com/?p=350#comment-61</guid>
		<description>Good read. I just wanted to add another testimony about the Lifetime theory. There is a mod for Half-Life 2 called Minerva. Many many people thought that the creator had put lots of effort to improve the AI in order to exceed Valve while the only thing he had done was to increase the enemies&#039; hit points.</description>
		<content:encoded><![CDATA[<p>Good read. I just wanted to add another testimony about the Lifetime theory. There is a mod for Half-Life 2 called Minerva. Many many people thought that the creator had put lots of effort to improve the AI in order to exceed Valve while the only thing he had done was to increase the enemies&#8217; hit points.</p>
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