Display title | Video Game AI |
Default sort key | Video Game AI |
Page length (in bytes) | 5,945 |
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Page ID | 136535 |
Page content language | en - English |
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Page creator | m>Import Bot |
Date of page creation | 21:27, 1 November 2013 |
Latest editor | Dai-Guard (talk | contribs) |
Date of latest edit | 05:26, 10 September 2014 |
Total number of edits | 5 |
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Description | Content |
Article description: (description ) This attribute controls the content of the description and og:description elements. | At first, in the good old days of cathode-ray tubes, 8-bit sprites, and 64k RAM, good A.I. was considered to be any code that actually got the bad guys to do anything rather than simply standing frozen in one spot unable to perform a single action. Being able to recognize the existence of the player, or to reach and attack the player without getting hung up on walls, was considered nice but not essential. However, as the complexity and realism of video games increased, so too did both the ability and the desire to make the computer controlled opposition come across as a genuinely cunning adversary rather than a bunch of 1s and 0s carrying out pre-defined lines of code. |