ABSTRACT
Continuing the
series of articles about the AI in AI War. Discusses player agency
versus AI agency, and why the gameplay of AI War is based around keeping
the AI deviously reactive rather than ever fully giving it the "tempo."
Makes comparisons to games in other genres, most notably the various
sorts of FPS games and why their AI is alternatively either more or less
reactive based on their respective subgenre of FPS.
Designing Emergent AI, Part 6: The "Tempo," and AI vs.
Player Agency