... thank for the insight... are there any special algorithms that can be used to prevent "Artificial Stupidity" around objects? a logical algorithm would include a one way "repulsion" code (when an AI gets close to an object it moves in a manner that will prevent collision, and only the AI, not the wall) and a "chase" code (determining your position, the AI in a tunnel or narrow corridor will chase after you through with a predetermined path, then a random path after the corridor). geeze, if I can only open up the coding used for descent. I gotta start learning both source codes.