ABSTRACT

Utility theory offers a powerful and compelling model for game artificial intelligence. There are several available models for utility-based architectures described in existing literature and lectures. Most of the resources available have focused on the architectural side. Tactical movement, characters in Heart of Thorns have access to an array of “skills”—abilities that are typically combat focused, aiming to deal damage to enemy targets or reinforce allies. As a variant on the usual frontal assault style of combat, some characters in Heart of Thorns prefer to be a little sneakier, attacking primarily when their target is facing away from them. Mandatory considerations are the easiest to select from the toolbox. The commonly used switches and toggles enumerated earlier are all mandatory—things like “don’t interrupt a running action” or “don’t move when immobilized.” As a matter of fact, the vast majority of the response curves used in the game are chosen from a small palette of preset curves.