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In my mind the AI for a RTS vs. something turn based is not really that different. The goals are almost identical and it seems like the variable that really changed was the amount of time it took to make those decisions.
BTW, Geoff Howland wrote a couple of small tutorials dealing with rudimentary AI in RTS''s.. they are most likely in the archives somewhere.
BTW, Geoff Howland wrote a couple of small tutorials dealing with rudimentary AI in RTS''s.. they are most likely in the archives somewhere.
Well, as it is a HUGE topic, you will have to look for it at little pieces. I can help you with:
.-There are two great articles about pathfinding AND unit moving together at www.gamasutra.com(from tha guy who made it in Age Of Empires2 I think).
.-Both GameProgrammingGems titles have some gems about it.
.-Future book(May) AIWisdom(or something like that) will be a book like Gems BUT only covering AI.
.-There´s an AI page at http://ai-depot.com/ .
.-Can´t think more at this moment...
->Now you have "some" things to work with
What the hells!
.-There are two great articles about pathfinding AND unit moving together at www.gamasutra.com(from tha guy who made it in Age Of Empires2 I think).
.-Both GameProgrammingGems titles have some gems about it.
.-Future book(May) AIWisdom(or something like that) will be a book like Gems BUT only covering AI.
.-There´s an AI page at http://ai-depot.com/ .
.-Can´t think more at this moment...
->Now you have "some" things to work with
What the hells!
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