I read a good article in Game Developer last night about building weak AIs (automated opponents) that maximize the fun for the human player. The upshot was a recommendation to rely less on stunting the AI's allowed computation time, or clouding its actions with random variances, and more on having the AI intentionally and subtly providing the
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This talk reminds me of the game 'Oddworld' where you could sometimes defeat guards by talking to them. If they couldn't see you, you keep jamming away at the speech buttons the guard would get more and more upset that he could hear you but not see you. Eventually the guard would get so upset it would run off the edge of a cliff and die.
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I don't think the point of adaptive difficulty is to remove difficulty levels, it's to make the full range of them more fun. As I mentioned with HoMM, lower difficulty levels can be tedious if done badly.
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