Post number #1070614, ID: d7de31
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what are like, the hardest AI, or complicated to do in games... or then, the simplest. what are say their, structure of codes, or programming...in case, no code available as reference
Post number #1070620, ID: adb7d5
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P = NP?
Post number #1070640, ID: 10f36b
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>>adb7d5 tf is that, omnipotence?
Post number #1070642, ID: b337d6
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>>1070620 NP ⊆ BQP; free accounts https://quantum.cloud.ibm.com/ Have fun.
Post number #1070648, ID: d9be4b
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>IBM https://en.wikipedia.org/wiki/IBM_and_the_Holocaust
Post number #1070810, ID: 9f65a8
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L4D2's director, MGS5 soldiers, mostly because they both respond to issues and learn your habits in very nuanced ways. In both cases, they are what keep replays of each game varied, even with the same enemy placement in the same maps.
Post number #1070816, ID: f55fbd
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>>1070810 director, what? i notice MGS5. v nice. what about earlier games maybe, or anything else.
Total number of posts: 7,
last modified on:
Thu Jan 1 00:00:00 1757318471
| what are like, the hardest AI, or complicated to do in games... or then, the simplest.
what are say their, structure of codes, or programming...in case, no code available as reference