I don not see any post like this so i figuered i would start something
AI basics:
Since JME isn't a game we would have to make AI so that it is general enough to apply to any game
Making AI code is easy is you start simple and work up to more complex stuff
Level 1: Make a list of possible moves and pick one randomly
few options on doing this
1: use a height map to determine invalid locations eg:image.color@(2,3)>(w/e height is to high),and a boolean array list of invalid positions
2:if it's a tile game you willl have an array stating if spots are open or not so just use that(this works for all board game i belive)
Level 2: Make objectives and pick one
1: if objective A is north and Objective B is south the AI shouldn't go east or west it should pick between the A and B randomly
level 3:sub objectives and weighting
1: Sub-obj A is north and Objective B is south wieght systems usally use integerts
Example:
objectives=3 points
sub-objectives=2 points
Objective A is north still and sub-objective B is still south
AI will go north
Level 4: distance weighting
if objective A is north 20 meters and objective B is 600 meters south and we used level 2 you might notice your computer ally going off towards nothing. He knows it's there but doesn't know it's 580 meters farther away than objective A.
Example:
Wieght objectives(3 points)
Wieght Sub-obj(2 points)
Wieght distance(3 points)
objective A is 20 meters north=6 points
sub-obj B is 40 meters south=5 points
(we should make the point system changable)
level 5: thinking ahead::coming soon::
level 6: full blow tatic system::self explanatory but coming soon::
other features recieve commands and info from allies and defence stuff(under attack,evading attacks)
specific game type features
first person shooter:
stuff like being shot at dodge,evad,attack,
making a note that 30 peple are going for objective A and objective B is out weighted by stay and defend.
note that scout spoted 20 people and AI plans a ambush
turn based games
plan ahead,lay traps
real time strategy:
multiple statiges or "cycles" for specific activities
advanced features
giving AI personality like aggressive,thinker,defensive so forth
by the way i read the first page of Agent Ray Frustrums sounds great.