Making an XCOM-like AI for Aetherpunk Tactics - Basics of Utility AI (devlog 1)
Overview Making an XCOM-like, but your AI keeps doing dumb stuff? Is managing the AI a nightmare? Do you just wish there was an easy and scalable way to manage your AI fighters? Don’t worry, I got you! During the development of my turn based tactics game Aetherpunk Tactics (A.T) I ran into quite a problem: actually making a good AI opponent. The first AI I made was rubbish. It was essentially an unstructured mess of if and elif statements, which made the AI way too rigid for a complex game, and was a nightmare to work with. A.T features far too many variables for a simple conditional based AI. To solve this problem, I decided to study the AI of XCOM and other tactical AIs. ...