<?xml version="1.0" encoding="utf-8" standalone="yes"?><rss version="2.0" xmlns:atom="http://www.w3.org/2005/Atom"><channel><title>Combat on Coyote Time</title><link>https://blog.jonmikeys.com/tags/combat/</link><description>Recent content in Combat on Coyote Time</description><generator>Hugo -- gohugo.io</generator><language>en-us</language><lastBuildDate>Tue, 20 Oct 2026 00:00:00 +0000</lastBuildDate><atom:link href="https://blog.jonmikeys.com/tags/combat/index.xml" rel="self" type="application/rss+xml"/><item><title>Attack Tickets in Game AI: How Half-Life's Squads Take Turns</title><link>https://blog.jonmikeys.com/posts/half-life-squad-attack-tickets/</link><pubDate>Tue, 20 Oct 2026 00:00:00 +0000</pubDate><guid>https://blog.jonmikeys.com/posts/half-life-squad-attack-tickets/</guid><description>How Half-Life&amp;rsquo;s human grunts share a small pool of attack slots so a squad never fires all at once, rebuilt in C# and measured in a simulation.</description></item></channel></rss>