Dev Drops AI Race Agent Idea, Opts for Classic Rule-Based Tactics System
A developer building EvoWild Run, a creature-breeding racing game, initially planned to let players deploy AI agents to make real-time decisions during races. The concept aimed to replace direct player control so that a creature's bred traits, not the player's reflexes, would determine race outcomes. To avoid splitting the game into two systems for AI and non-AI users, the developer unified the approach by converting UI-selected tactics into a common 'Agent File' format. Upon closer inspection, the runtime logic — checking conditions and executing predefined commands — turned out to be a classic rule-based system rather than true AI. The developer concluded that the 'Race Agent' label was misleading, and that games have long used similar tactics-programming mechanics without calling them AI.
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