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Author Topic: AI in games  (Read 4544 times)

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Vitis

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AI in games
« on: June 28, 2014, 07:55:10 am »
Greetings SFMLers!

This topic is not directly related to SFML, so I hope I'm not offending members of the SFML community by posting it. 

I have recently used SFML to create my very first game, which is a relatively primitive 2 player fighting game, and I want to learn about AI by adding a 1 player (vs CPU) mode to my game.

I have been searching the web for information on how artificial intelligence was handled in 1990s 2D fighting games but have found very little on the subject. I was wondering if anyone in SFML land knows anything about how AI was handled in 1990s fighting games like the Street Fighter series, the Mortal Kombat series, and countless others from companies like SNK, Capcom, Midway etc. 

Regards,
-Vitis

Jesper Juhl

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Re: AI in games
« Reply #1 on: June 28, 2014, 05:28:39 pm »
While not specific to "fighting games" I can highly recommend the
AI Game Programming Wisdom
series of books.

eXpl0it3r

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AW: AI in games
« Reply #2 on: June 29, 2014, 01:59:10 am »
I asked big brother G about this. He gave me a few links with scattered information:

http://stackoverflow.com/questions/3733648/how-to-design-the-artificial-intelligence-of-a-fighting-game-street-fighter-or
http://www.rllmukforum.com/index.php?/topic/208046-street-fighter-2-ai/
http://gamedev.stackexchange.com/questions/16326/did-street-fighter-ii-employ-machine-learning
http://www.idevgames.com/forums/thread-7036.html
http://www.xtremevbtalk.com/showthread.php?t=285595

I think that's enough. And just by taking glimpses at this, that AI is mostly not different from most of other games, i.e. FSM = Finite State Machine.
Additionally the goal is to kind of predict what the next move is and select a possible counter.
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Vitis

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Re: AI in games
« Reply #3 on: June 29, 2014, 03:25:20 am »
Thanks to everyone who replied!  I found a brief excerpt of an article written by François Dominic Laramée in AI Programming Wisdom Volume 1 that discusses the application of n-gram statistical models to predict player behavior in fighting games, so I will definitely be buying a copy of that book on amazon. 

I've also found some good information in those links about using state machines and fuzzy logic in fighting game AI.