This document discusses various techniques for using artificial intelligence in game development to create realistic behaviors and dynamic challenges for players. It outlines 8 tricks or techniques including using graphs and pathfinding to create enemy hordes, decision trees to simulate agents with free will, state machines to model interactions between multiple agents, genetic algorithms and neural networks for procedural content generation, and directors and rubberbanding systems to balance difficulty. The goal is to use formal AI techniques to enhance the player experience within the constraints of real-time games.
13. What do we want?
Expand upon the previously defined
experience.
Evaluate the possible actions of an actor
according to its current state, needs and the
surrounding..
Simulate rational beings.
17. What do we want?
Have multiple actors interacting with the
player without overwhelming it.
Balancing according to type and difficulty of
the enemies.
23. What do we want?
Balance the difficulty curve according to the
capabilities of the player.
Challenge seasoned players.
Regulate the general flow of the experience.
Increase replayability.
Minimise First-Order Optimal Strategies (FOOS).
28. What do we want?
The same thing as before but cheaply.
Increase or decrease the difficulty of the
game by giving or limiting (unfair)
advantages to the NPCs.