With the note that Notch took 4 lines of code to make friendly mobs now run from a source when attacked by it, how about improved AI for hostile monsters?
As it stands right now you can do things like
And come out with a dead creeper without it ever having a chance to explode.
you also get instances where
Results in a creeper that "Doesn't know what to do" and it just sits there and stares at you.
Right now, if my understanding of the behavioral patterns of hostile mobs is correct, they will pursue you in the shortest distance feasibly possible with no regard for their own safety. This seems wrong since Creepers obviously have some degree of intelligence from all the sniping attacks they manage to pull off.
So let's say that Mr. creeper's Search parameters are altered to say a 10 to 30 block radius (or square as the case may be) and the AI programming of the creeper identifies the fastest routs from the creeper's current location to that of the player. At the same time the algorithm also identifies with block height and type to identify spots that would cause damage to said creeper along the way and "paths" around these obstacles.
All of a sudden that creeper that would normally just sit on that ledge looking at you with a dumb look on its face is now making its way back up and around that ledge while you look away thinking you're safe. You turn back around to notice the creeper you thought was stuck is no longer where you saw it. "Great, it de-spawned" you think to yourself turning back around to continue your work only to be faced by something very green before getting blasted down that hole the Creeper seemingly was stuck on.
You're right. The AI in monsters is terrible. Sometimes, the monsters won't even jump over 1 block. And anyway, after playing Minecraft for so long, it's starting to lose it's "scare factor".
Great suggestion! The AI is starting to get very dull and with this new combat engine it'd be great if monsters were smarter, even to the point where they *sometimes* even ambush you around corners or go after you when you're not looking. Though what I just said would take a lot of tedious coding, itd be easy(I'd assume) to make it so that monsters dont jump in lava.
As it stands right now you can do things like
And come out with a dead creeper without it ever having a chance to explode.
you also get instances where
Results in a creeper that "Doesn't know what to do" and it just sits there and stares at you.
Right now, if my understanding of the behavioral patterns of hostile mobs is correct, they will pursue you in the shortest distance feasibly possible with no regard for their own safety. This seems wrong since Creepers obviously have some degree of intelligence from all the sniping attacks they manage to pull off.
So let's say that Mr. creeper's Search parameters are altered to say a 10 to 30 block radius (or square as the case may be) and the AI programming of the creeper identifies the fastest routs from the creeper's current location to that of the player. At the same time the algorithm also identifies with block height and type to identify spots that would cause damage to said creeper along the way and "paths" around these obstacles.
All of a sudden that creeper that would normally just sit on that ledge looking at you with a dumb look on its face is now making its way back up and around that ledge while you look away thinking you're safe. You turn back around to notice the creeper you thought was stuck is no longer where you saw it. "Great, it de-spawned" you think to yourself turning back around to continue your work only to be faced by something very green before getting blasted down that hole the Creeper seemingly was stuck on.
I guess we'll have to wait and see but I'm not sure if it's a big priority considering the 1.8 update is supposedly "Around the corner"