>>39171>Doom, Quake, etc are all challenging and interesting games despite the enemy AI in them basically being "if you see the player move towards them and attackThe single-player campaigns were like that, but the deathmatch bots got pretty sophisticated. When Quake III Arena came out in 1999, that game was only deathmatch and capture the flag and its bots were "aware" of weapons, ammo, health and could communicate through chat with you. See pdf.
>because most of the enemies has a unique purpose that creates interesting situations you have to figure out when you mix them togetherRight. For instance, there can be different "magic skills", basically cheating to create crude models for guessing where the player is when out of sight:
1. Big Bubble: We draw a big sphere around the player actually is and randomly choose a point inside the sphere as the guess.
2. Slow Telepathy. We use rather accurate location data, but we delay the transmission to the AI.
3. Evaporating Trail. We put in a slowly evaporating trail that is following the player. It's invisible to the player, but the AI can "smell" it when standing inside of it.
If I had to choose only one of these, I would strongly prefer Big Bubble. That's because Slow Telepathy is thwarted by moving around and Evaporating Trail is thwarted by camping. Big Bubble looks robust. But a mix of some bots having the "magic skill" Slow Telepathy and others Evaporating Trail would also work.
Hmmm, what would a Pac-Man clone with these three AIs feel like?