Control Station.

Copyright Jerod Underwood Park 1997
All rights reserved

THE INTERFACE: Crafted for two-way interfacing with other people at remote locations in order to give them thoughts of direction input and to feel their emotions and reactions. Now used primarily by "high society" Fightoids.

ARTIFICIAL INTELLIGENCE/PLAYER SET-UP: Due to the 3-D nature of the game, the player actually gets a break from actually having to handle all control of the fighter. The machine will actually partner up with the player. In a sense, "the fighter" will be thinking on his own, along with acting upon the control of the player. If the opponent lunges to the left, the fighter will turn to face the opponent. If the opponent tries to hit or kick the fighter, there will usually be an automatic defensive reflex. If the opponent leaves their defenses down and the player does not react to it, the fighter may automatically strike with a punch or kick. If the fighter gets knocked down, then he'll (she'll) get back up. However, the fighter alone will not initiate special maneuvers (except for stated exceptions) or win the match for the player. The player will be doing most of the battling. In fact, "the fighter's" level of attack won't even come close to the easiest level of challenge that a one-player match would provide.

ARTIFICIAL INTELLIGENCE Vs. PLAYER SET-UP: The arcade owner has the option of selecting various levels of challenge for the players. Including an artificial comparison and compiler engine level. In this mode, the game will start out the first battle as a sort of "test round", with which it will judge the player's level of experience. Starting out with an extra easy level setting and adjusting to a level that the engine determines is within' the player's challenge range.
The Compiler part of the engine will act as a judge of the strategies that the player is using against it. And if the engine determines that these strategies are effective, it will add it to it's collective strategy data base. Making the machine capable of becoming a more challenging play. (After all, there are more offense/defense concepts than any programmer or tester could come up with.) And these strategies can be saved on a hard drive, so as not to keep the machine's AI IQ down. In this way, a player may have to keep changing strategies against the machine to keep winning. A difficult challenge indeed. And, of course, the arcade owner has the option to reset the data base. Thus, renewing the strategy roster to it's original, programmed state.
All other levels will consist of pre-programmed strategies only.

FIGHTOID/FIGHTER INTERACTION PROCESS: This is the interface between the Fightoid and the human player. When the human player pushes left on the joystick and the medium kick button, than it's like the Fightoid thought of the same actions and relays the instructions via the 3-D computer interface to the fighter through the surgical implants placed in their head.

(FIGURE 2. (Arcade owner's options menu.))  
============================================================================= 
#                                                                           # 
#     (1) Gore Mode On/Off. (Off)                                           # 
#                                                                           # 
#     (2) Artificial Voice On/Off. (On)                                     # 
#                                                                           # 
#     (3) Volume Level. (65%)                                               # 
#                                                                           # 
#     (4) Artificial Voice Level. (50%)                                     # 
#                                                                           # 
# --->(5) Challenge Level. (Normal) <---                                    # 
#                                                                           # 
#     (6) Reset data base.                                                  # 
#                                                                           # 
#     (7) Credit value of 25 Cents. (25 Cents=1/2 Credit)                   # 
#                                                                           # 
#     (8) Save settings and Exit.                                           # 
#                                                                           # 
#                                                                           # 
#     Use joystick 1 to select and light punch button to change.            # 
============================================================================= 

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Copyright Jerod Underwood Park 1997
All rights reserved