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This is the reason it's difficult to come up with fun AI for head-to-head fighting games: once you get past the thin veneer of mastering the moves, they're enti
by iron_ball 18y ago
This is the reason it's difficult to come up with fun AI for head-to-head fighting games: once you get past the thin veneer of mastering the moves, they're entirely about mindgames. A FSM-based CPU opponent does not have a thought process a human player can predict and exploit, nor the ability to avoid repeated mistakes.
I believe this applies to many other types of games as well, but games with many split-second paper-scissors-rock decisions suffer the most. A computer can be programmed to scout out and react to a carrier buildup in Starcraft, but cannot easily be programmed to outguess a jab/throw mixup in Street Fighter.
- eru 18y agoDon't game theories mixed strategies solve this problem? After all nobody can beat random selectian at paper-scissors-rock.
- jibiki 18y agoMy vague recollection is that RPS is the subject of AI competitions. You can't "beat" random selection, but you can't lose to it either. So if you want to win a tournament, you have to try to guess what your opponents will do, assuming that they too want to win, and are guessing your actions.
- eru 18y agoYes. But most programs fall back on pure randomness in those contests when they have a losing streak.