i guess maybe you can just write a perfect AI and give it a varying chance of making either the perfect move or a random move though
unless you're writing the AI for chess or something where the perfect move is not practical to calculate like at *all*
-F
@Felthry I think we remember someone saying that, for some games, what makes an AI good is that the player can tell what it's thinking
like, the AI guard going "hey, is someone there?" to let you know you may have been spotted
the abstract strategy game we're working on, our ideas for AIs were all very much based around having a specific thing they want to do: attack the other player, avoid danger, just advance towards the objective as fast as possible ... we wanted all of them to feel like they had their own priorities, that the player could recognize in how they play, but that aren't Optimal
- 🎒 💭
@packbat that's actually one of the things that made pac-man so good honestly? each of the ghosts has their own unique behavior
-F
"writing bad AIs" sounds like a fascinating topic for a video or a ted talk or something
-F