Gladiabots

Gladiabots

Not enough ratings
Counter based AI
By Markolainen
The main point of the AI's in this guide is to find a way to decide when to push and when not to push by determining criteria such as team and individual advantage of the bots.
   
Award
Favorite
Favorited
Unfavorite
Intro
This guide will show some examples of counter based AIs and ways they could be implemented. This guide will not show a finished product and will be kind of scattered with different ideas. The point is to give players (a possibly) new way to think and experiment with different stuff themselves.
The main point of every AI is to find a way to decide when to push and when not to push by determining criteria such as team- and individual advantage of the bots.
Marko 1
This version relied on adjusting the push counter depending on different scenarios that could occur during a game.
Pege 1
This version shows an example where a fleeing counter incorporated inte determining if to push or not. It too takes into account the shotclock, so you're more likely to finish your current shot than push ahead.
Pege 2
This version has a variable threshold for when to attack enemies. If there are high priority targets it stops to attack them when it would normally push.
Gilberreke 1
This is a variant that has more conditions for when to attack, having different prioritizing for the targets, and has been cleaned up a bit.
1 Comments
Righister 25 Jul @ 2:20pm 
Yo, you there? Any updates on the last variant?