ID:152739
 
I haven't seen any documents or guides or even games (on BYOND) that show artificial intelligence that is used in fighting games such as Tekken. You know, just general fighting games where two players and thrown on the screen, then the VS sign comes up and then you fight for 60 seconds or something.

I've got the basics of my fighting game programmed, I just have no clue about AI. Could someone point me to a tutorial/guide or kindly write one =)? Or will I have to make up crazy unrobust coding that goes on for a thousand lines? And everytime I try to read it, I'd never understand it =P (come on, you know it's happened to you too).
You can't expect someone to help you make an AI system and then we dont know how you code it... only thing I can tell you is make procs exactly like the moves you want the AI to do and then have a continuous proc going that checks like every second or half... and then put if they're in oview(1) use super punch if in oview(10000) use kamehameha or w/e lol
In response to VcentG
Urm, I don't think that is what DAU meant.
In response to VcentG
No not really. That would make the computer player really stupid.

Imagine that, I walk up to the computer and then it'd choose which move to do and then just execute it. It'd result in a boring, untactful, very predictable, very aggressive and unrealistic computer player.

*Edit*

If I wanted something like that, I would just rip zeta.
I'll show you the basics and help you out with that if you get in touch with me. Do I have your IM address? If not, email me, get me on the pager, or find me in Converse.
each player would know what attacks they can do, and they could check which of those attacks would hit the other player. any of those attacks is an option. other options would include jumping, moving towards the player, moving away from the player, or blocking. randomly pick an action from all those options. you can weight the choices, making easier moves more commonly picked, or having a greater chance of chosing something more defensive when they are low on health.
In response to Kalzar
well o' drat lol
In response to DeathAwaitsU
Its about how you code it.. you have to check their distance pretty much all the time unless your AI likes to punch when they're 10 spaces away but that's just me lol. My AI's not predictable... or is it.. *dun dun duuun*
In response to OneFishDown
Well yeah I could go for that sort of method.

But I was wondering if any professional game had released how they did their AI or if there was some propre documentation or something...
In response to DeathAwaitsU
I can't remember who, but I read something from an industry game developer in a book.

Poorly paraphrased:

"Basically the easiest way to make an AI is to start with a simple switch statement. Then run it. Every time the AI does something stupid, change your code to make it avoid doing that in the future."