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Tag Archives: AI

The Living Dungeon

Having introduced the world of Cogmind from a macro perspective, we now zoom in on the anatomy of individual floors. In a majority of roguelikes, the content of a given dungeon map is unchanging, and individual encounters on that map play out in relative isolation. When you arrive there are X number of enemies in […]

Posted in Design, Game Overview | Also tagged , | 6 Responses

The Player is Always Right: An Existential Approach to Game AI

This post is not exactly as philosophical as the title might suggest, just a catchy way to paraphrase what I consider the best way to handle artificial intelligence in games. In short, as long as there aren’t any glaring oddities in a mob’s behavior the player will tend to justify what’s going on by whatever […]

Posted in Design | Also tagged | 10 Responses