Original Post
In general, what are some ideas for AI/NPCs to deal with player deception? Or what do you think to be the best design to handle this? Let's say a game gives the player a specific deceptive ability, such as a fake sword swing in a combat game. How can the game have the player's enemies react and learn, concerning this move, to create as much strategy and fun with it as possible? Here are a few concerns that I think are important: - The deception can't always work. - It needs to work some or most of the time. - Extremely random chances of it working would be pretty lame. It needs to be somewhat reliable. Here are some possible ideas: - The longer it isn't used, the more likely it is to succeed when it is used? - Using the real version of the deception should increase the probability of falling for the fake? - Using the real version to sell the fake should reduce the real version's ability to sell the fake? Something that fades away over time? Anyone have ideas or other input to improve this type of gameplay?