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Game AI: The Bots Strike Back!

Christopher Nolan
Release: 2025-02-15 08:36:13
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This article explores the creation of engaging and believable game AI, focusing on techniques for character movement and behavior. It emphasizes that complex AI isn't always necessary; simple rules combined with randomness can effectively simulate intelligence.

Game AI: The Bots Strike Back!

The article details how to create more natural movement using trigonometric functions like sine and cosine to add variability and avoid predictable patterns. The concept of waypoints is introduced as a method to give characters apparent goals and purpose in their movement across the game world.

Game AI: The Bots Strike Back!

The article then delves into creating more sophisticated behaviors using state machines. State machines allow for the definition of different character states (e.g., "attack," "evade," "wander") and transitions between them based on game events and conditions. This approach enables the creation of more complex and varied interactions. The implementation of a state machine class for better organization and reusability is also discussed.

Game AI: The Bots Strike Back!

The article further explains how to implement aiming and shooting mechanics, using trigonometry to calculate projectile trajectories and direct them towards a target. The importance of "telegraphing" – providing visual cues to the player about enemy actions – is highlighted to ensure fair and engaging gameplay.

Game AI: The Bots Strike Back!

Finally, the article demonstrates how state machines can be used to manage high-level game flow, such as transitioning between different game states like "READY," "PLAYING," and "GAMEOVER." This approach enhances code organization and clarifies game progression.

Game AI: The Bots Strike Back!

The article concludes with a FAQ section addressing common questions about game AI and bots in online multiplayer games, covering topics such as bot functionality, purpose, detection, and potential harms and benefits.

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