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Re: [MUD-Dev] Simulated Populations
On Thu, 20 Jan 2000 23:48:27 +0100
Nicolai Hansen <nic#aub,dk> wrote:
> I would personally consider exploring a more interesting / harder
> to code part of the simulated population. For example, the dwarves
> do not know excactly *where* the elves live, and need to explore
> to find the enemy towns. An approach seen in several strategy
> games (command & conquer style as well as more advanced games),
> but rarely with a good solution.
Influence mapping can help here. There's a decent article on the
area, (abstracted from a comp.ai.games thread) at:
http://www.gameai.com/influ.thread.html
--
J C Lawrence Home: claw#kanga,nu
----------(*) Other: coder#kanga,nu
--=| A man is as sane as he is dangerous to his environment |=--
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- Thread context:
- Re: [MUD-Dev] Simulated Populations, (continued)
- Re: [MUD-Dev] Simulated Populations,
Vladimir Prelovac tomcat#galeb,etf.bg.ac.yu, Thu 20 Jan 2000, 16:48 GMT
- Re: [MUD-Dev] Simulated Populations,
J C Lawrence claw#kanga,nu, Wed 02 Feb 2000, 05:07 GMT
- RE: [MUD-Dev] Simulated Populations,
Charles Hughes charles.hughes#bigfoot,com, Thu 20 Jan 2000, 00:47 GMT
- Re: [MUD-Dev] Simulated Populations,
Nicolai Hansen nic#aub,dk, Thu 20 Jan 2000, 22:53 GMT
- Re: [MUD-Dev] Simulated Populations,
phlUID phluid#mindless,com, Fri 21 Jan 2000, 04:37 GMT
- [MUD-Dev] Signing off...,
IronWolf ironwolf#ewa,net, Wed 19 Jan 2000, 07:15 GMT
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