I recall playing a game with the same theme but I don't think it was "Robowars". However I came away from that game with a similar appreciation for the complexities of AI. Trying to imagine what the AI programming must look like for any game in the TW series makes my head spin. There are just too many variables to consider.
Anyone who thinks AI is easy, doesn't understand AI. Try this: write down detailed instructions on how to get a drink of water. Everytime and wherever you are and you want a drink of water, follow your instructions TO THE LETTER. Remember, every decision you make in getting a drink of water has to be written down in your instructions. Do your instructions consider what kind of water is available? Sink, bathtub, toilet, bottled, pitcher, lake, ocean, stream/river, drinking fountain? Depending upon the source, do you really want to drink that water? (GAH! what if we have a choice of water sources?!) Let's assume we determine the availabe water is from a sink. Now you need a cup. What kind of cup is available? Is it clean? Is it broken? Where is it? How do you search for a cup? In your search for a cup, did your instructions included opening up the cupboard door if you search there? Which size cup to you get? Which hand do you pick it up with, i.e. is any hand unavailable? You have your cup now and let's assume your instructions including getting to the sink successfully (pathfinding!).
Do you get hot water or cold water? What kind of controls are there for the water spigot? I hope your instructions cover every type of spigot you could possibly run into otherwise you will have to make a choice of operation actions which may look rather silly to anyone watching you try to turn it on. Etc, etc, etc. The simple act of getting water isn't so simple after all. We make a lot of decisions we aren't even aware of, but AI has to be aware of them.
No, AI is not easy.
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