In this chapter, we discovered how to create AI characters that make their own decisions no matter where we place them by using AFSMs. Then we learned how to calculate chance and how to use it in conjunction with the previous techniques to create a character that could calculate a better option for his next step. Using all of the the set techniques, we moved on to how to use utility-based functions to create a human-like character that can behave autonomously. Finally, we talked about different ways of adjusting the values that we input in our characters to make them balanced compared to player performance. In the next chapter, we'll be talking in depth about environment and AI, taking into consideration different genres of video game and different types of AI, how the AI should use the available space on the map to create a challenge for the player, how to interact...
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