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Around 2000, existed popular fights videogames. There, if you made the same kick movement for several running times, the CPU normally defended and caught your strategy. This is the case in Tekken 3 ie.

How did the work? Is that considered intelligence? Did videogames in that time worked based on graphs?

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    $\begingroup$ The good news is, that the AI engine was described roughly in “Saini: Mimicking human player strategies in fighting games using game artificial intelligence techniques, 2014”, so in theory it's possible to replicate the strategy in an Open Source Beat ’em up game from scratch. The bad news is, that the cited paper is very long to read and not a single technique is given but a basket of them. My guess for a best practice method is DSL, DSL, DSL! $\endgroup$ – Manuel Rodriguez Dec 8 '18 at 14:51
  • $\begingroup$ OK, I'll read it and try to understand it. And what about FIFA or Age of Empires kind of games? $\endgroup$ – galtor Dec 8 '18 at 18:52
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    $\begingroup$ You want to know, according which general principle video games are played by AI? AI is implemented as a program flow, that means as a list of statements. They can be realized as fixed sourcecode or more flexible as the result of planning which determines the actions at runtime. What game AI is about, is to determine the abstraction level of plan generation for each domain individually. $\endgroup$ – Manuel Rodriguez Dec 8 '18 at 20:44
  • $\begingroup$ Age of Empires I was developed in 1997. Was the CPU performance considered artificial inteligence? Or Pro Football in the same year? $\endgroup$ – galtor Dec 8 '18 at 21:17
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    $\begingroup$ Game AIs from the late 1990s must fulfill two constraints: they have to work with a limited amount of CPU power, and they should provide useful actions for a complex game. How exactly both features were realized in the “Genie Engine”, which was the base for many RTS-games in that period, is unclear but it seems that it's possible. $\endgroup$ – Manuel Rodriguez Dec 9 '18 at 6:12

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