By Ian Millington
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Extra resources for Artificial Intelligence for Games Companion CD-ROM (The Morgan Kaufmann Series in Interactive 3D Technology)
There is a trade-off in areas such as decision making, movement, and tactical thinking (including board game AI) between speed and accuracy. When accuracy is sacrificed, it is usually by replacing the search for a correct answer with a heuristic. 26 Chapter 2 Game AI There are a whole range of heuristics that can be applied to general AI problems and that don’t require a particular algorithm. In our perennial Pacman example, the ghosts home in on the player by taking the route at a junction that leads toward its current position.
In the mid-1990s RTS games were beginning to take off. Warcraft [Blizzard Entertainment, 1994] was the first time I noticed pathfinding in action (I later found out it had been used several times before). I was working with emotional models of soldiers in a military battlefield simulation in 1998 when I saw Warhammer: Dark Omen [Mindscape, 1998] doing the same thing. It was also the first time I saw robust formation motion in action. Recently, an increasing number of games have made AI the point of the game.
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