<?xml version="1.0" encoding="UTF-8"?><rss version="2.0"
	xmlns:content="http://purl.org/rss/1.0/modules/content/"
	xmlns:dc="http://purl.org/dc/elements/1.1/"
	xmlns:atom="http://www.w3.org/2005/Atom"
	>
<channel>
	<title>Comments on: AI and the Single Player Game</title>
	<atom:link href="http://www.design.wrong.net/2008/05/18/ai-and-the-single-player-game/feed/" rel="self" type="application/rss+xml" />
	<link>http://www.design.wrong.net/2008/05/18/ai-and-the-single-player-game/</link>
	<description>Musings on game design</description>
	<pubDate>Sat, 22 Nov 2008 05:14:46 +0000</pubDate>
	<generator>http://wordpress.org/?v=2.5</generator>
		<item>
		<title>By: cody</title>
		<link>http://www.design.wrong.net/2008/05/18/ai-and-the-single-player-game/#comment-37</link>
		<dc:creator>cody</dc:creator>
		<pubDate>Fri, 14 Nov 2008 22:50:23 +0000</pubDate>
		<guid isPermaLink="false">http://www.design.wrong.net/?p=10#comment-37</guid>
		<description>Nice article.

"in this case, choosing to rush frequently, defend infrequently, and expand rarely."

If you actually solve that game, isn't optimal strategy more like defend frequently (70%), rush infrequently (20%), expand rarely (10%)?  Rush is so strong that you should weight your choices towards beating it . . .</description>
		<content:encoded><![CDATA[<p>Nice article.</p>
<p>&#8220;in this case, choosing to rush frequently, defend infrequently, and expand rarely.&#8221;</p>
<p>If you actually solve that game, isn&#8217;t optimal strategy more like defend frequently (70%), rush infrequently (20%), expand rarely (10%)?  Rush is so strong that you should weight your choices towards beating it . . .</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Game Design the Wrong Way &#187; Complexity vs. Depth</title>
		<link>http://www.design.wrong.net/2008/05/18/ai-and-the-single-player-game/#comment-9</link>
		<dc:creator>Game Design the Wrong Way &#187; Complexity vs. Depth</dc:creator>
		<pubDate>Tue, 20 May 2008 19:08:30 +0000</pubDate>
		<guid isPermaLink="false">http://www.design.wrong.net/?p=10#comment-9</guid>
		<description>[...] dealing with a single player game, one thing to look at is AI.  As discussed here, if the AI always chooses the &#8220;best&#8221; option, it is predictable and therefore [...]</description>
		<content:encoded><![CDATA[<p>[&#8230;] dealing with a single player game, one thing to look at is AI.  As discussed here, if the AI always chooses the &#8220;best&#8221; option, it is predictable and therefore [&#8230;]</p>
]]></content:encoded>
	</item>
</channel>
</rss>
