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Behavior
Goal-Oriented Behavior
• So far we have focused on approaches that react: a set of
inputs is provided to the character, and a behavior selects an
appropriate action.
• There is no implementation of desires or goals. The character
merely reacts to input.
• It is possible, of course, to make the character seem like it has
goals or desires, even with the simplest decision making
techniques. A character whose desire is to kill an enemy will
hunt one down, will react to the appearance of an enemy by
attacking, and will search for an enemy when there is a lack of
one. The same character may also have the apparent desire
to stay alive, in which case it will take account of its own
protection, reacting to low health or the presence of danger.
• The underlying structure may be reacting to input, but the character
doesn’t need to appear that way. In our experience, this is a fundamental
misunderstanding that academic AI folk often have about game AI: it
doesn’t matter what is controlling the character, as long as it looks right.
• There are techniques we can use to make the character more flexible in its
goal seeking, however, and in some game genres this is a useful approach.
It is particularly visible in people simulation games, such as The Sims
[Maxis Software, Inc., 2000].
• In a game such as The Sims, there is no overall goal to the game. In other
titles such as Ghost Master [Sick Puppies Studio and International Hobo
Ltd., 2003], there is a definite aim (you try to scare the inhabitants out of
a house using various ghosts and supernatural powers).