# Thinking about AI

**URL:** https://forum.revolutionarygamesstudio.com/t/thinking-about-ai/60
**Category:** Theory
**Created:** [June 14, 2015, 4:22pm UTC](https://forum.revolutionarygamesstudio.com/t/thinking-about-ai/60 "2015-06-14T16:22:40Z")
**Posts on this page:** 1
**Showing post:** 40

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### Author: ![tjwhale](https://thrivedevforum-cdn.b-cdn.net/user_avatar/forum.revolutionarygamesstudio.com/tjwhale/32/24_2.png) [@tjwhale](https://forum.revolutionarygamesstudio.com/u/tjwhale)
#### Post date: [July 21, 2015, 5:17pm UTC](https://forum.revolutionarygamesstudio.com/t/thinking-about-ai/60/40 "2015-07-21T17:17:46Z")

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> [@Seregon](#):
>
> as in one of the prototypes above where responding to multiple predators leads to more interesting curved paths instead of everything bee-lining towards/away from the nearest food/thread.

> [@Seregon](#):
>
> Agreed. If we can’t solve that, we need to consider using the same approach as we have for player behaviour - don’t feed back into CPA. At that point the AI only matter for whats visible to the player, what that means for the type of AI to use, I’m not sure, we’ll consider that if we can’t make it work with CPA.

Yeah I think this is pretty much the best idea. Seeing as we need a (blueprint) → (strength) function anyway for the CPA then we might aswell use that for the ai. Moreover (hopefully) we can slave the players experience really closely to the CPA in their patch and this will help with that (though it could end up with some big fails like a weak species thinking it is stronger than you, and always charging you, and just feeding you free food. However we can cross that bridge when we come to it.)

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