We really covered a lot of ground in this chapter. As we saw, adding intelligent behavior to an actor can range from very simple to very complex. Quite often, using randomness or heuristics, or a combination of both can create some very challenging enemies and will suffice for many of the games/simulations you create. However, there is no substitute for an enemy that knows how to track you down through the A* pathfinding algorithm. I hope you find new and creative ways to bring challenge, intrigue, and surprise into the behavior of your actors.
At this point in the book, we have really covered a lot of topics to help you create an interesting and engaging interactive application. Next, we will look at creating user interfaces to accept more information from our user and to provide them with more feedback.