Building Logic for AI in Games – Part 1: Simple Movement
Here is a short excerpt from my article for GameMix. You can read the whole thing here.
In this series of articles, I'm going to describe how I created the enemies' artificial intelligence in my game Infiltration.
The first step was to determine how enemies should move throughout the levels when they do not interact with the player. Having them take random patterns was not an option, because I wanted them to take the exact same path every time the user plays the same level.