#Make the AI opponent less perfect
13 messages · Page 1 of 1 (latest)
Look at the difference in movement between the top and bottom paddles
You are moving smoothly, interpolating to where you think the ball will intercept. The top paddle is not doing that
The bot should do the same. Don't teleport - move it smoothly. Difficulty can be based on how fast the bot is able to "react" and intercept
So the problem is that the bot is teleporting to the exact anticipated location?
With some RNG thrown in there to make it less likely to be perfect on hard difficulty, and introduces possibility of good shots even on easy (because even humans have lucky moments)
Indeed
Could this be due to the CalculateIntersectionPoint method? When I added it the bot became much more accurate (something that never happened before), but now it is impossible to beat
I mean the logic that makes him teleport.
You can still have it calculate the intersection point, but just have the paddle move there smoothly rather than teleport, plus using the speed variation I mentioned above
If you wanted some extra RNG, you could fuzz the predicted intersection point a bit
Hi, if you don't mind, could you help me implement it? I've been trying but couldn't get it to work. I am a beginner