A man with a .plan!
So, genetic algorithms. Bits describe connection weights for AI MM. 100 States seems adequate.The player moves around a maze hunting blobs. The blobs will do something. If they collide with the player, they will harm him. Blobs come in waves? Or do they spawn directly off of 'successful' blobs?
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We're going to have a Markov Model be a descendent of a regular DFA with an overridden transition function (that essentially acts as a gate keeper)
Each Node in the DFA will keep track of:
-Transition Functions
-User Data
Glad to hear it sounds interesting. :) The main problem I'm worried about, however, is that the player will get bored before the enough generations elapse for the blobs to exhibit anything interesting. :(
However, part of the fun of genetic algorithms is seeing how they converge from completely stupid solutions, to slightly less stupid ones - so that would be missing if you do as I suggest.