question: How video game developers make the “computer” players and how they make them different skill levels.
comment: A video game is a simulation. You have a list of objects and you update those objects at an interval. Each object has multiple scripts attached to it and each script runs when the game updates. They basically look at what the game is like now and determine where it should be next. A simple example is a moving object. The script in charge of moving the object applies the objects speed and calculates the next position based on the last position & nbsp; For an AI you write scripts that make decisions based on the current list of objects and update objects accordingly. This can be simple like "get all targets in range, then shoot the closest one". Or you can make it more advanced like "get all targets in range, prioritize based on level, then shoot the closest high priority target". & nbsp; You can also define states for your AI script to be in; like "searching", "idle", "aggressive" etc. You define what criteria activates one of these states, and then write code to determine the behavior based on the state. & nbsp; As for difficulty you usually start with the easiest behavior you can program. In a shooter that means enemies have a ton of health, 100% accuracy and always know where you are. In a game like rocket league you just program the car to always point at the ball and drive forward. Then you just work on variations like setting a range that enemies can see you, adding randomness to their accuracy, making them keep a set distance from the player etc.
passages: Later the player may assign "skill points" (gained from experience) into specific abilities, e.g. Construction, Research, Droning and Rifles. Any character or class can use the most basic forms of these, but to master any one of them requires a large commitment in skill points. Jobs range from the notorious hacker, who dives into the alternate reality of Hacknet, technicians who research or construct items and (especially) weapons, to the common grunt, who fights alongside his clan for the outposts, spread around the wastelands (Jobs are not physically imposed: they are a generalization taken from how skill points are distributed to attributes.)
   During character creation, the three main positions are presented. They are the Center (C), the Forward (F) and the Guard (G). This classification is from level 1 to 15 with different skills depending on player position. At level 15, Guards and Forwards further specialize their position by selecting between Point Guard/Shooting Guard and Small Forward/Power Forward, respectively. Upon position choice, the player is then prompted to choose the name, gender, face type, body type and height of their character. Position, gender and height are the only non-cosmetic factors of character creation. After the player's character is successfully created, the player is immediately taken to the game's basic tutorial.
   In this context a "player" is a human operated character in the game or a character operated by a computer software AI—a "bot" (see Reaper bot for example). Both the human and computer operated character do have the same basic visual appearance but will in most modern games be able to select a "skin" which is an arbitrary graphics model but that operates on the same set of movements as the base model. A human player's character and computer bot's character features the same set of physical properties, initial health, initial armour, weapon capabilities, the same available character maneuvers and speed—i.e. they are equally matched except for the actual controlling part. For a novice player the difference (i.e. experience, not taking into account the actual skill) between a human opponent and a computer controlled opponent may be near nil, however for a skilled player the lack of human intelligence is usually easily noticed in most bot implementations; regardless of the actual skill of the bot—which lack of intelligence can be at least somewhat compensated for in terms of e.g. extreme (superhuman) accuracy and aim. However, some systems deliberately inform the player when inspecting the score list which player(s) are bots and which are human (e.g. OpenArena). In the event that the player is aware of the nature of the opponent it will affect the cognitive process of the player regardless of the player's skill.
   Section::::Historical background.
   Section::::Determining numerical values.:Obtaining and assigning values.
  
  Games that don’t use point distribution to determine all statistics values typically use different methods for different types of statistic: In general, there are comparatively few "attributes", and each one explicitly is assigned a value. Conversely, there are generally a rather large number of "skills", and each character learns only some of them while the others are left at their respective default values. Here are some examples:
   Online skill-based game
  
  Online skill-based games are online games in which the outcome of the game is determined by the player's physical skill (like fast reaction or dexterity) or mental skill (logic abilities, strategic thinking, trivia knowledge). As in off-line games of skill, the definition has legal meaning, as playing games of chance for money is an illegal act in several countries.
  
  Section::::Categories.
  
  Most skill-based games, or skillgames, fall into five categories:
  
  BULLET::::1. Arcade games involve quick fingers and quick thinking. These games are generally sped-up puzzle games.
   Character creation is point-based; allocate 65 points to stats, ranging from 1 to 10, and 5 points to Backgrounds. Additional Background Points can be gained by taking Weaknesses. Skill Points are determined by the top three mental stats: Reason, Knowledge, and Resolve. The final step is to draw a Background Card, to help fill in some aspect of the character’s background or past.
  
  Game play is almost entirely skill-based, with a very detailed skill list across a number of categories, such as Combat, Computer, and Technical: Design.
   Section::::Development.
  
  In 2000, the U.S. Army's Science & Technology community was curious to learn if commercial gaming platforms could be leveraged for training. Recognizing that a high percentage of incoming recruits had grown up using entertainment software products, there was interest in determining whether software game techniques and technology could complement and enhance established training methods.
   The gaming system is based on five "Attributes" (Mentality, Mobility, Body, Expression and Psyche). Players add "Skill" and "Attributes" to get the "Action Value" and rolls two 10-sided (2D10) die below it.
  
  Difficulties are described by numbers the players must "beat".
   This programmer may implement strategy tables, tweak input code, or adjust other factors that alter the game. Many of these aspects may be altered by programmers who specialize in these areas, however (for example, strategy tables may be implemented by AI programmers).
  
  Section::::Disciplines.:Scripter.
   Section::::Career.:Bullfrog Productions and Electronic Arts.
   Skill position
  
  Skill positions in gridiron football are the positions that ordinarily handle the ball and are most responsible for scoring points. Offensive players such as quarterbacks, running backs, and wide receivers are typically considered skill positions, as are tight ends on occasion.
  
  Skill positions are contrasted with linemen and defensive players. Skill position players are generally smaller than linemen, but they must also be faster and have other talents; such as the ability to throw, handle or catch the ball, avoid tacklers, or read and exploit defensive weaknesses; which are less of a priority for linemen.
  
  Section::::See also.
   As of November 1st 2010, all UK SWP machines must adhere to strict guidelines set down by BACTA (British Amusement & Catering Trade Association) & the gambling commission. These guidelines state that there must be no element of chance within the game that can affect the outcome. There are also limits set on the level of skill needed to play, for example there must be a minimum amount of time for a player to react to the game. This ensures that manufacturers & operators cannot be accused of setting physically impossible skill levels.
  
  Section::::See also.
  
  BULLET::::- Amusement with prize
   Depending upon the game, skills can come either from the character's O.C.C. and a related list, or from the character's educational or occupational background. Games set on modern Earth tend to favor the second; all others favor the first. O.C.C.s tend to be more specific than character classes in other games, with a wide range of O.C.C.s in a given profession, such as six or seven specialized mecha pilot classes in "Rifts" rather than a single "Robot/Power Armor Pilot" class.
  
  Section::::Character creation.:Alignment.
   In 2005, the publication "Retro Gamer" credited the Elite team in Volume 2-Issue 1 as Richard Benton, Matthew Hyden and Steve Wilcox.
   As another approach, some games (such as "Cyberpunk 2020") use a hybrid skill-class system, in which each of the primary roles (classes) in the game has one skill that is absolutely unique to it and defines that role, but apart from that, characters are created and advance using a skill point system rather than a class-and-level system.
  
  Section::::Sports games.
   It is common for games media, games industry analysts, and academics to divide gamers into broad behavioral categories. These categories are sometimes separated by level of dedication to gaming, sometimes by primary type of game played, and sometimes by a combination of those and other factors. There is no general consensus on the definitions or names of these categories, though many attempts have been made to formalize them. An overview of these attempts and their common elements follows.
   List of video game industry people
  
  Below is a list of notable people who work or have worked in the video game industry.
  
  The list is divided into different roles, but some people fit into more than one category. For example, Sid Meier is both a game designer and programmer. In these cases, the people appear in both sections.
  
  Section::::Online gaming.
  
  BULLET::::- Richard Bartle: wrote the first MUD along with Roy Trubshaw
  
  BULLET::::- John D. Carmack: developed an early online version of "Doom" which supported up to four players; later "Quake" supported 16 players which helped popularize online gaming
   Surely, this approach is more complicated than the standard method of applying an age adjustment based on the 'average' course of development of all players throughout history. However, it is also leaps and bounds more representative of reality, and more accurate to boot.
  
  Section::::Methodology.:Team effort.
   Player positions (paintball)
  
  The idea of player positions in paintball refers to the general mindsets and roles of play assumed by players of the sport. There are various levels of complexity used by players when referring to such positions, and there is no official or universal set of player positions.
  
  Section::::Tournaments.
  
  Speedball teams typically consist of three to seven players in various positions:
   Alternatively, characters may have these skills purchased for them individually.
  
  Section::::Character Statistics.
  
  Each character has 7 statistics
  
  BULLET::::- Aptitude - Dictates order of play and general ability of character
  
  BULLET::::- Combat - Shows relative close-quarters combat ability
  
  BULLET::::- Ranged - Shows ranged weapon ability
  
  BULLET::::- Dodge - Shows ability to avoid ranged attacks
  
  BULLET::::- Dodge Dice - Number of dice player rolls when "dodging"
  
  BULLET::::- Action Points - How many different actions a character can make in a turn
  
  BULLET::::- Points - Overall value/cost of character
  
  Section::::Game Mechanics.
   Three different systems of rewarding the player characters for solving the tasks in the game can be set apart: the "experience system" (also known as the "level-based" system), the "training system" (also known as the "skill-based" system) and the "skill-point system" (also known as "level-free" system)
   Seal Online's level up system uses a point method. Skills level up with skill points. Each time a player levels up, they receive a set number of skill points and status points, which they then may use to strengthen their character.
   Section::::Game characteristics.:Skills.
   BULLET::::- Kick (KCK)
  
  BULLET::::- Technique (TEQ)
  
  BULLET::::- Power (POW)
  
  Each player has a number for each one which can range from 1 to 10. The higher the number in one attribute the more skilled the player is in that particular area.
  