Daily archives: 10 October 2009


For a few weeks now I’ve been studying about AI in computer games, wishing to know what makes it so difficult and perhaps learn what makes a “good” AI opponent/side-kick. Turns out the course was all about the programming of it (which I should’ve known, as it was a programmer course called “AI programming for computer games”), but after some scratch-the-surface research (ask people and ask google) I found no course (at least in Sweden) about the subject. So I started googling if there was anything released on the topic, and did find a few worthwhile sites to read. I’ll try to not make it another Link-Tips, even though it’s very tempting (and way easier and faster). The first impression of this quick research is that computer games AI is a fairly programmer-dominated area. Most of the links appearing gives the impression of code-related tasks, such as techniques here and there and stuff. But just a few links away and I started to discover some really interesting things. First off a page I read a long time ago and been trying to find again ever since – a very design-oriented piece giving 7 ways to make the AI opponent smarter. […]

What makes a “smart” AI?