I had a couple of ideas about how the approach might differ between HNTR, HMP, and UV, but it seemed like the differences between the demos would have been somewhere between contrived and completely insubstantial (even by the low standards I've set elsewhere). Conceivably a more systematic approach could be devised, something like the computer opponents in the old Delta Tao billiards game, where the avatar on each skill level does what it does because of its "personality" instead of just incrementally increasing every tactical asset each time. I don't know.
Also, in the UV demo, I get hit by a baron at the blue key because his fireball passes through two meters of solid rock. Although it had no effect on route planning, because the strafing part at the end was specifically designed to conserve health, in hindsight it is kind of distracting and I'm not sure I should have left it in. Ryan W 06:12, 4 February 2009 (UTC)