Given all these factors that influence the weapon selection, we need to agree on a terrain that will be representative of the ones we're interested in, and that will allow easy development of the AI.
We need a terrain where a lot of
Alternatively, we could enforce the use of specific weapons during different stages of the game. This would allow the animats to get to grips with each of the weapons without any bias. Either option seems
Ideally, when developing the AI, we would also like as many scenarios as possible occur. This is also for the sake of diversity. Most game levels will have a good blend of architectural styles. However, we should not feel limited to any one level during the development. This will allow the animats to acquire the most experience with the weapons.
In this chapter, we've
Some environmental restrictions also affect the weapon-selection process:
Finally, we drafted some guidelines to assist the testing and experimentation:
Chapter 23. Weapon Selection
Selecting the best weapon is a matter of decision making. The
This chapter covers the following topics:
By the end of this chapter, the foundations will be set for solving the problem of weapon selection using AI techniques. In fact, the following pages describe a variety of different