The design and/or logic of how an in-game entity makes decisions about its behavior.

learn more… | top users | synonyms (1)

0
votes
0answers
42 views

Algorithm for 2d AI aiming to compensate for gravity

In a 2d side-view scenario I have two riflemen aiming at each other. By normalizing the x and y difference they know the direct path to the enemy. However, gravity will pull the projectiles downwards,...
1
vote
1answer
30 views

How to use GdxAI with libgdx ashley ecs framework?

I'm planning to use GdxAI Telegraph in GdxAshley ecs framework, my problem is how I'm gonna create a telegraph component if I wanted to dispatch a message? I have created AIComponent and AISystem. ...
0
votes
0answers
43 views

Is there a way to make my own AI cpu opponent on games like FIFA 16? [on hold]

Wouldn't be cool to play an ever-improving cpu, that gets better and better each time you face him? Especially in a game like FIFA 16. Has anyone done this before?
1
vote
2answers
35 views

Best way of approach? Mob moving around a section of tiles

Think the beginning stages of Metroid, where there would be a turtle-like mob that would move around a section of tiles, normally 1-3 in a line. What would be the best approach to accomplish this ...
1
vote
1answer
33 views

Looking for a complete information game slightly more complex than Tic-tac-toe [closed]

I am testing various rating systems (Elo rating and some alternatives). I need a"world" with computer players participating in championships. Computer players are characterized by two parameters: (1.1)...
0
votes
1answer
46 views

Is Rete an efficient algorithm to implement a system that allows NPCs to make decisions based on their world views and inner state?

I'm developing an AI "mind" engine, which allows NPCs (non playable characters) to think and make decisions, based on their view on the game world, and their own inner states (in the future I may add ...
1
vote
1answer
68 views

given the position and velocity of an object how can I detect possible Collision?

I'm trying to detect Collision between autonomous moving objects and steer direction if collision is detected. so far I've been following a tutorial and I'm having a hard time to fully understand how ...
3
votes
1answer
49 views

Multilevel 2D grid graph and A*

I've coded up a little grid based dungeon game. Everything working quite nicely in a Tile[,]. The AI uses basic GOAP for tasks and A* for moving around. Tile reachability is done using a floodfill. ...
1
vote
1answer
96 views

How should my creatures see the world?

This may not be the best forum for this question, but I know a lot of you have dabbled in the field of general AI for games so here it is. I'm doing the cliche population evolution of creatures in a ...
0
votes
0answers
10 views

Should the Sprites in my Boids implementation be backed by model objects?

This question is about the proper way to architect an implementation of Craig Reynolds Boids algorithm. I have an Agent object like this: struct Agent: Equatable { let identifier = ...
4
votes
2answers
115 views

Object outlining

I have an object whose boundaries can be define using a convex collider. I have an AI which needs to outline that structure to patrol it. The object is dynamic and composed of pieces like LEGO, each ...
1
vote
2answers
105 views

How to make Pong ai paddle?

I'm trying to make an ai so the paddles will move to position before the ball reaches it. I'm not sure how to go about it in this case. Here's the game http://cssdeck.com/labs/ping-pong-game-tutorial-...
0
votes
1answer
46 views

AI parameters for Tetris like game

I am building an AI to play a variation of Tetris. The rules are changed in that there are 19 different types of pieces, rotation is not allowed, and the pieces can be placed anywhere in a 10X10 grid. ...
1
vote
0answers
33 views

Transposition Table/Alpha-Beta Implementation

I got the following problem. I have implemented transposition tables, which seem to work well or at least I can not see they are not working. Additionally, I wanted to implement some move-ordering. ...
2
votes
0answers
56 views

Movement & arriving using forces

3D. Given a point mass m, inital position p0 initial velocity v0, and a desired location d, how do I apply forces (with magnitude no greater then fMax) to move m to d and stop. I know how to apply ...
0
votes
0answers
31 views

AI: Turn-Based Movement with 2 actions per Unit

I am currently building a turnbased tactics game. The Board is a small (about 4*6) tiled grid. The AI plans all moves of its units, each unit can move 2 times move and attack or attack at ...
1
vote
1answer
24 views

How to ensure a condition in a behaviour tree when processing followin nodes?

Exmaple Tree (Source): As far as I understood, a sequencer iterates over the children until one failed or all are successful. If one children returns "running", the sequencer will start to process ...
2
votes
1answer
74 views

How can I model AI Interactions across the entire game world without computing them individually? [duplicate]

I'm making a 2D top-down tile-based game in C++ using SDL2. The game uses a very large world map (think Dwarf Fortress). My world terrain is generated using a noise function, another function is ...
0
votes
2answers
94 views

Unity3D - Smooth rotation for seek steering behavior

I am trying to implement Reynolds' seek steering behaviour, but I am having problems on the rotation part. This is what I have: void FixedUpdate() { // get position of current waypoint ...
0
votes
1answer
63 views

Reynold's Steering Behaviors

So I read Reynold's 1999 paper, [Steering Behaviors For Autonomous Characters][1], and I presume something went over my head, because it doesn't seem to make any sense to me. steering_force = ...
8
votes
3answers
188 views

How do I calculate paths for objects with limited acceleration?

For example, say I have a car and a car has a specific minimum turning radius and I want to drive that car from point a to point b, but the car isn't facing point b. How do I compute a path to point ...
0
votes
1answer
57 views

How to search for a visible player?

I've an enemy static tank with a "rotable" cannon turret. I would like to rotate it in the player's direction . How to implement it ? I've thought something like void Update { SearchForPlayer(); ...
3
votes
1answer
183 views

How to implement a Behavior Tree (preferably in Unity 3D)

I have a state machine I want to implement as a behavior tree. I now have an understanding of how they work but I can't seem to find a full implementation of one. I have implemented a simple one using ...
3
votes
1answer
149 views

How do I get A.I. that follows a list of movement commands to move smoothly in a tilemap based game?

This is for a school project so it's not intended to be sold/fun/or a complete game, rather just a demonstration of stuff we've learned without resorting to frameworks and stuff. My ai agents choose ...
0
votes
0answers
56 views

Basic chasing AI - deciding speed

We're working on a simple game where the player is pursued upwards by a malicious entity. I'm not sure on the best way to go about doing this, taking into account the following points: This is a 2D ...
1
vote
1answer
168 views

Libgdx and gdx-ai: How to implement wander behavior?

So I follow the original gdx-ai documentation and created 2 circles to test Steering behavior. The image shows arrival behaviour but I am still quite lost about how they work. Screen class: public ...
-1
votes
1answer
85 views

Choosing AI strategy

How would I choose to design an AI that would know the rules of the game, however not know the game world before hand? Given fx. a Sokoban game, I could teach it using Reinforcement Learning to play ...
5
votes
4answers
578 views

How to design a turn-based game which is easy for humans but difficult for AI?

Until recently, Go used to be of the last bastions of turn-based no information-hiding games where world-class human players could not be defeated by computers. But now this bastion has fallen, as the ...
3
votes
1answer
106 views

Should enemies still attack if they cannot see the player?

This may seem like a silly question, but let me explain this further. Consider a common stealth situation where the player is hidden from the enemy AI. The AI has vision and hearing and if they ...
0
votes
0answers
31 views

AI models with prioritised tasks

I'm searching around for models to implement a (simple) AI in a RPG game and was hoping you could give a direction (and possibly, a Java implementation if you know one). This is the thing I'm hoping ...
1
vote
1answer
45 views

Efficiently detect shoot direction with gravity playing a role?

How could I efficiently calculate shoot direction for enemy AI in order for it to hit the player? Things I know: player position, player velocity, gravity, bullet spawn position, bullet initial ...
1
vote
2answers
80 views

Adversarial Search AI having problems with too many choices

I'm a game designer working with a set of coders trying to create a card game. Currently we're trying to implement a drawing mechanic in which you choose which card you draw, but the Adversarial ...
1
vote
1answer
83 views

Online AI competition

I would like to create a framework that would allow user to compete with his AI code against other player AI online. The problem is that I don't know how should server simulate the fight online. If ...
5
votes
2answers
956 views

AI multithreading [closed]

MMO game. ~5000 (fake) players should be controlled by the server. Many of them have different classes -> different behavior. They should make some random pauses while doing some actions (~500-1500 ms)...
2
votes
1answer
187 views

ECS: AI components and systems

I'm trying to find the best design pattern for my AI code using an ECS. Right now the entities that act as CPU-controlled have components like: WeaponComponent ChargeComponent MovementComponent ...
1
vote
0answers
38 views

Examples about how to tie AI actions to animations?

I wrote a simple test AI for a character; and all that it should do is to be idle while a parameter is below threshold; otherwise it should perform actions based on other parameters. So for example ...
5
votes
3answers
432 views

Optimize algorithm: finding all possible moves for a turn based game

I am working on the ai for a turn based game. To illustrate my problem this are the simplified rules of the game: The game takes place on a tiled map with obstacles (black quads) like this: The ...
1
vote
0answers
210 views

Tip on turn based game AI

I'm quite new in video game AI, and I'm trying to design an AI for a turn based game. The rules are simple: The battle field is represented by an NxM board. The game is between two team, each team ...
-3
votes
2answers
287 views

Random AI Movement

So I'm creating a zombie game where the zombies are passive and just walk randomly all over the area when player is not near. My question is: how would I make zombies move randomly? I code in C#. ...
1
vote
1answer
81 views

How do I structure AI that uses both Behavior Trees and Pathfinding?

Architecturally, what are the best practices for how these two concepts interact with each other? For instance, say I have an asteroids like game where the AI player must dodge floating asteroids ...
0
votes
0answers
92 views

Monte Carlo Tree Search (MCTS) for General Game Playing (GGP)

I am trying to implement a MCTS with UCB (upper confidence bounds) to balance the relation between exploitation and exploration. A lot of General Game Playing (GGP) agents have implemented this and ...
4
votes
1answer
1k views

When to use a blend tree vs state machine for animation

Im an experienced game dev hobbiest making my first game with 3d animated characters (in Unity) and am struggling to figure out when to use blend trees vs animation state machines. I understand both ...
60
votes
2answers
13k views

What is unit slotting?

I was watching the "Devs Play" S01E05 where JP LeBreton sat down with John Romero and played through Doom, while Romero would explain some of the game/level design choices they made. There are loads ...
0
votes
1answer
57 views

FSM AI design with no accept states

I'm new to game development and design, I've been looking forward to doing FSM AI design as it seems interesting to me, but I have a question that I see no answer for in the internet. I've seen FSM ...
4
votes
1answer
178 views

AI using character controller makes unwanted change to it's y position

The enemy parent object does not have any colliders except for the character controller. It starts out with y = .57 and immediately jumps to y=1.6355 because of my call to CharacterController.Move(.) ...
1
vote
1answer
98 views

Is reinforcement learning overkill for a vehicle steering bot?

I'm slightly familiar with the reinforcement learning (through this edx.org MOOC). Also I'm aware of reactive planning technique. I want to write a vehicle bot for a racing game, where cars have to ...
3
votes
1answer
134 views

Effective AI for 3D Motion

I am developing a game in XNA and am trying to create an effective AI for the enemy and friendly spaceships but am having a hard time keeping the game effective without disadvantaging one side or the ...
1
vote
0answers
16 views

Why BlackBoardValue Says Invalid And False? UnrealEngine4

Think my ai do not move towards the sound because of the blackboard keys , one says invalid and another says false , i think that is the reason.... Enemy Ai should move to the location where sound is ...
2
votes
1answer
120 views

How to prune an AI game tree for a game like Magic?

I've got a game tree structure for my AI that I need to trim in order to gain some depth. It is a single-player game of perfect information. A good analogy would be a single-player game of Magic the ...
4
votes
0answers
93 views

Conceptual question regarding Belief-Desire-Intent agent

I've been researching the Belief-Desire-Intent model and the way they used it in the original Black and White Game(which is the same, but they also defined decision trees as opinions). I have a ...