Key Topics
To reveal practical issues when creating deathmatch behaviors, a prototype must be designed manually. As usual, this provides a reference animat that potentially justifies the use of learning behaviors (if better AI leads to visible improvements). The design in this chapter does not aim to satisfy the emotions of the animat, but rather to conform to strategic patterns established by the engineer. This chapter covers the following topics:
At the end of this chapter, the animats will be fully competent in the art of deathmatch combat. |