Original Post
Reading throught Musashi Miyamoto''s "The Book of Five Rings", I was struck by the utter simplicity of certain elements of it, and started wondering how hard it would be to build an AI capable of using some of the principles therein.
A lot of Musashi''s ideas are based on perception of changes in the opponent(s) and much of the rest comes from applying principles to your own actions.
Take, for example, the spark hit and disintegration. The spark hit is a sudden, directed application of force, roughly analogous to Bruce Lee''s "three inch punch", but from contact distances. Your swords are actually touching, after a parry or grapple or whatever, and you, with a sudden, decisive action, exert all the force of your body against the enemy, effectively blasting him backward with a huge, convulsive strike. Disintegration is watching your opponent for signs of weakness, fatigue and loss of coherence. Wasted movements, tired movements, unsure movements, these are all symptoms of disintegration. Musashi has all kinds of neat things that you can do to people when they''re disintegrating, but the main thing is seeing it.
This wouldn''t be particularly useful in a player-vs.-AI setting, since the player character would be necessarily clumsy and choppy, owing to the poor interface between man and machine, but in AI confrontations, such as RPG''s, such a system could lead to a new form of level-raising. Instead of getting "Broadsword +4", your character could actually get better at fighting, and employ basic principles in duelling and combat. A dynamic learning system would make practice and battle experience more realistic, and there would be a very realistic progression in character strengths.
I first thought of this while playing Kengo II for the PS2. The character gains strength and speed and agility, but also acquires new moves as he fights different enemies. It was then the player''s job to govern things like distance, timing and aggression. If, instead of learning moves and stringing them into combos, the character could take over the more human roles, then a character could be cultivated into a truly autonomous fighter. In Ogre Battle 64, the characters take care of fighting all by themselves, with the player offering only the most abstract tactical advice. If the fighting was more complex than hit-block-dodge, a whole new world of fighting could be developed. A sort of über-pokemon, if you''ll excuse the parallel.
Even in games in which the player takes a direct hand, the AI system could be applied to allies and enemies, so that while the player character does as player characters do, the NPC''s would engage one another on a fairly advanced level.