3D Combat Best Architecture

I am having a bit of trouble coming up with the best architecture for my 3D space shooter AI. I want it to be able to choose and attack enemies, dodge projectiles, missiles, and obstacles, and follow missions specific to each level (guard or attack specific entity, fly in formations, etc). My first attempt was to create weighted vectors for all the various impulses and add them all together, then follow the resultant vector. This was effective at dodging other ships, but made accurate aiming difficult with all the noise, and the enemies ended up just circling around my ship if I stood still. I then thought about using a state machine, with states like Pursue, Flee, Dodge Missile, Dodge Fire, etc. However, if a ship is being fired upon,…

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