» DESMA 157B » Algorithms: Decision Trees for AIFighter
For AIFighter, the AIs must learn from the player’s actions how to fight. There are two types of primitives, actions and conditions. Actions are available moves character (AI or human alike) can perform, like Swing Sword or Move Towards Opponent. Conditionals are statements about the world (like Opponent just targeted me with Bow) that might inform an AI unit which action to take. During the training phase, the AI builds a table which has each action that the player took and the existing conditionals at the time of that action.

