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. # =============================================================================