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AI Game Programming Wisdom 4 by Steve Rabin

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4.6Particle Filters and Simulacra for More Realistic Opponent Tracking

Christian J. Darken—The MOVES Institute

cjdarken@nps.edu

Bradley G. Anderegg—Alion Science andTechnology Corporation

bradanderegg@gmail.com

The AIs for games such as the Halo and Thief series feature searching for the player as a prominent and entertaining behavior. Hiding from the player is also a common AI feature. We believe that for some games, realistic searching and hiding might make for more interesting gameplay than cheating (i.e., approaches based on letting the AI know where the player is). A realistic way for the AI to decide where to search or where to hide is by having a representation of where its opponent might be (i.e., by tracking the possible location of ...

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