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I Tried to Put AI Into the Race. Then I Realized It Didn't Need AI.

In the previous post, I started working out what EvoWild Run is actually supposed to be as a game. Raise Creatures. Breed them. Continue their lineages across generations. Race them on Courses with different conditions, then use the results to influence the next breeding decisions. Eventually, players may also be able to create Courses themselves. But one major question was still unresolved: What…

The article explores the development of a game called EvoWild Run, focusing on the role of artificial intelligence (AI) within the race mechanics. Initially, the author considered having the player directly control the race creature, but decided against it to emphasize the creature's breed, strategy, and progress. The game's core concept involved breeding creatures, choosing courses, and analyzing race results to inform future breeding decisions.

The author then experimented with incorporating AI into the race decisions, creating a "Race Agent" to make decisions based on pre-defined commands. However, they realized that the AI agent's commands could be achieved through a tactical command system, making the use of AI optional. The game would have a Race Agent for every creature, but beginners could use preset options in the UI, while advanced users could create custom Agent Files.

The author concluded that AI could assist in strategy creation, but the game's core mechanics could function without AI, making the inclusion of Live AI unnecessary for the initial version.

Written by urgent.news from Dev.to's reporting — not their text. Machine-written — may contain errors; check the original before relying on it.

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