The design and/or logic of how an in-game entity makes decisions about its behavior.
0
votes
1answer
79 views
enemy View Range , chase player
for 3D:
Q1 : I want to make zone range for each enemy in the game , so that when the player in the view range he will be chased .
Q2 :if I want to make enemy walk a little bit around his position ...
2
votes
3answers
108 views
Artificial player evaluation
I have a problem concerning a board game I'm creating. I plan on making an artificial player for the game using MiniMax with AlphaBeta prunning, but I'm not sure how to evaluate ir the player is good ...
6
votes
2answers
176 views
make a sphere rolling on a roulette mesh stop at predetermined place
I have a roulette and a ball(sphere) placed on it. When the game begins the roulette spins. The spinning of the roulette and gravitational forces on the ball makes it roll along the 3d roulette mesh.
...
-4
votes
0answers
66 views
A simualtion task in blender (contains neural network) [closed]
I'm making a hand simulation in Blender 3d modeler. That hand will try to learn how to hold a stick vertically balanced. In Blender, I have to implement an unsupervised algorithm for this task.
My ...
1
vote
2answers
103 views
Algorithm for exploring/filling grid map
I'm working on a small game that takes place on a grid map. I'd like to write an AI that is able to explore the grid map by filling as much of its available space as possible.
From any given position ...
0
votes
1answer
82 views
2D object move & evade obstacle
Description:
Actor{
int x,y,width,height;
float speed, angle;
}
actor is an object that move around the map
every frame, actor change position(x,y) according to it’s speed & angle
...
-1
votes
0answers
105 views
AI for mass battles in Unity [closed]
I'm looking at building a game where there are many large battles controlled in an RTS like way. When I say large I'm talking 100's in the battle in multiple teams. My question is what is the best way ...
0
votes
1answer
111 views
Monte Carlo Tree Search for simultaneous multiplayer game
I am developing AI for bomberman and i want to implement monte carlo tree search. I read that MTCS can be applied for simultanous multiplayer game. Problem i have is that i dont know how to implement ...
-4
votes
1answer
70 views
Adavanced AI with waypoint system [closed]
I'm just asking for an AI script. What I pretty much need it to do is to allow the enemy to patrol an area, and once the player hits its aggro bar, it will chase him/her until the player runs away; ...
2
votes
5answers
290 views
Making enemy boss movement better than just moving randomly
I am making a game where I have a player spaceship on left side and an enemy spaceship (boss) on the right. I need some ideas on what my enemy should do.
If I move my enemy down and up, down and up, ...
2
votes
1answer
72 views
Finding moves with multiple jumps in checkers
I'm currently working on a minimax implementation for a game of checkers in C#. The minimax itself works fine if you ignore a few bugs I've yet to fix, but I'm having some problems finding a way I can ...
1
vote
1answer
70 views
How to predict future location of a Car in a Navigation Mesh based pathfinding system?
I am developing a car based shooting game in which the Cars have to shoot each other 3/4 times and eliminate it from the game.
I am trying to develop the AI for my cars now. The problem is how can I ...
8
votes
4answers
271 views
Minimax for Bomberman
I am developing clone of Bomberman game and I am experimenting with different types of AI. First I used searching through state space with A* and now i want to try different approach with Minimax ...
4
votes
2answers
248 views
AI system recommendations for a Hive mind system
Im currently starting to work on a game project where a player will be faced against an enemy which has a hive mind. I was wondering if anyone could recommend an A.I system which I could use as at the ...
6
votes
0answers
153 views
Path Finding for an Arena based map in 3D using NavMesh
I have a 3D arena map (consider a small island surrounded by water on all sides) for a multiplayer Tank fight game.
The moveable areas are marked using a Navigation Mesh made by the Arena designer.
...
6
votes
4answers
460 views
Machine Learning in AI for benefit analysis round to round in a rummy like game
For fun I am building the game 5 crowns. Well I've gotten to the point where I am implementing the rules for the computer players.
I've found that my decision tree has so many nodes on it that I ...
1
vote
1answer
147 views
A.I. dependencies based on components
I'm working on a turn based game in Unity. I need to perform field/grid analysis(2D grid) when i'm iterating trough each unit "entity". The A.I. should be able to plan ahead and therefor needs to ...
1
vote
3answers
192 views
One AI object for each npc
Let's think for a moment a game where you'll have around 1k npcs, each one has to take its own decisions. Should each one has an object that decides what to do, or maybe exist one to process every ...
3
votes
2answers
120 views
Behavior Tree Iteration Rate
How is a Behavior Tree iterated in a game? For example, let's assume you have an extremely large Behavior Tree with about a hundred Actions/Conditions. If we were to run one action or condition ...
2
votes
1answer
89 views
Wander algorithm for a maze [duplicate]
I am making a multiplayer coop FPS game. I have created the first monster with it's AI. I have worked out the A* algorithm for the level based on the triangles of the walkable mesh.
So I can already ...
6
votes
1answer
169 views
Behavior Trees :: Actions That Take Longer Than One Tick
From what I understand on Behavior Trees, each Behavior should be a short goal oriented Action that could be done in a few iterations.
So for example, below is an image of a Behavior Tree:
Now let ...
10
votes
1answer
374 views
Decision Tree vs Behavior Tree
What are some differences between Decision Trees and Behavior Trees for AI Game Development? When would you use one over the other?
5
votes
1answer
217 views
How do you parameterize turn based AI?
I would like to create/find an AI algorithm/process that can be parameterized such that a change in the parameters causes a change in the AI behavior. I am specifically looking to apply this to a turn ...
1
vote
2answers
168 views
Single or Multiple Behavior Trees?
I just finished coding a generic Behavior Tree structure for my games. My question is, when creating behaviors for enemy AI's, do I create one large behavior tree with every possible configuration as ...
1
vote
1answer
105 views
Speech recognition and AI in language learning platform [closed]
I work for a publishing company that is looking to create an online virtual environment for English Language Learners.
We are keen to create something immersive (virtual 3D world) through which the ...
1
vote
1answer
113 views
Path-finding with obstacles that can be destroyed
There are several buildings on the map with size n * n, and a lot of tiles of obstacles that can be destroyed. Suppose I put one soldier on (x,y) of the map, the soldier can reach a building by ...
1
vote
1answer
262 views
How would I make an air hockey AI?
I am making an air hockey game for Android using AndEngine and its Box2D extension.
How would I make an AI for an air hockey game? For it to work the AI would not only need to move its paddle side ...
4
votes
1answer
255 views
How to design the AI for a board game like Risk?
I am about to develop a web game that is similar to board games like Risk, and iOS games like Lux and Strategery. I am curious to know what the concept behind the AI for such games should be like.
I ...
13
votes
2answers
267 views
Territory patrol planning
I am developing a game/simulation where agents are fighting for land. I have the situation shown in the picture below:
These creatures are walking around and occupying pieces of land they step on ...
8
votes
2answers
242 views
Following a path in a smooth fashion
I am currently making a 2d tower defense game with a static, predetermined lane that the enemies follow (i.e. towers cannot block the path and path finding is not the problem I am trying to solve).
I ...
1
vote
1answer
56 views
Build a Cube/Prism from other varied Cubes/Prisms [closed]
I'm wondering, are there any algorithms or theories in existence (that aren't patented/proprietary/protected) that would take a series of 3d rectangular prisms (or cubes but a cube is a prism) and ...
3
votes
3answers
605 views
How should I manage the AI using lua scripts?
My game is in C++ and I want to make AI being managed by lua scripts, but I have no idea how should the scripts look like and the integration in C++.
Should the script be like
if ...
0
votes
2answers
175 views
NPC AI articles for walking and fighting? [closed]
I'm looking to learn about NPC AI to solve a problem how an NPC should walk e.g. walking straight and then turn at a wall. Perhaps I can program it to walk along a line but then I still would not know ...
0
votes
1answer
96 views
DPad style movement for AI without using A*
What is the easiest way to implement DPad style movement (No diagonal) for AI without using and A* algorithm? I thought about having the enemy catch up to the player in the Y axis first then the X ...
4
votes
1answer
146 views
How to limit steering force at low velocities
Sorry if this is posted before, but I didn't find an answer for this. I've been banging my head on this for a day now and I seems to be stuck.
I've implemented (see below) the 2D steering arrival ...
2
votes
2answers
345 views
How to generate houses procedurally in a voxel world?
I am developing a mod for the game Minecraft, a block-based voxel game. As part of the mod, I want to create a procedural house generator that will be generated based on specific needs/desires, such ...
7
votes
1answer
327 views
Can a rules engine produce manageable and complex AI?
I am currently in the middle of creating an AI village simulation in Java. Having implemented a simple rules engine for dialog, I am wondering if this DSL can be extended for AI. I have previously ...
-3
votes
1answer
351 views
What is a reliable and easy way to build an AI? [duplicate]
Possible Duplicate:
New to creating AI - where to start?
I'm making a "Mario Like" game and I was wondering how would an AI generally work? I'm thinking of that it could just go to the ...
3
votes
1answer
114 views
AI surrounding algorithm suggestions
I am building up a simulation where predator groups (tribes) try to hunt other agents in the simulation (whom also are clustered in groups).
Now I got to a point where members of a group follow their ...
0
votes
0answers
33 views
Source Engine AI assertion error during GetArrivalSequence()
I have been trying to make an npc in the Source Engine by following the SDK Docs tutorial and then using the npc_antlion.h/.cpp as a template for anything that wasn't clear. I've included my attempt ...
12
votes
3answers
438 views
Strategic AI in turnbased games?
I'm interested in how strategic AI engines work, e.g. how to evaluate where to place troops in a turnbased strategy game etc.
I do get how goal based AI works, and I guess that is a good approach to ...
7
votes
2answers
238 views
How to handle entity path-finding and movement in a large networked world?
Considering the image above with tiles split into 32x32 boxes, I have an entity which is marked to 'aggro' nearby players that come close to it. I'd like this monster to ideally chase the player (and ...
4
votes
1answer
146 views
How to determine that nodes in Grid Graph are unreachable before applying pathfinding?
I would like to determine accessibility of nodes before applying pathfinding algorithm to Grid Graph.
I have a surface with nodes overlayed on it and I would like to somehow determine that nodes ...
5
votes
1answer
431 views
Component/Entity-based design + Behavior Trees => how to integrate?
For my current project I implemented a component/entity-based system, basically following most of the best-practice there is in this rather undefined area.
So I got (slightly extended) Entities, ...
6
votes
4answers
350 views
Implementing AI to hide behind obstacles
I am developing an AI simulation of predator and prey. I would like to simulate the AI hiding behind obstacles, if it is being chased. But I am still trying to figure out the best way to implement ...
2
votes
3answers
251 views
Abstract games that are hard to play for AI/computer? [closed]
Do you know any abstract multi- or single-player game that is hard to play for AI/computer but not so hard for humans?
Being simple and popular is better.
3
votes
2answers
269 views
AI remembering obstacles without a grid
For some research purpose I've build a small tanks game where you have 1 tank controlled by a player and one or more NPC tanks.
Now I want these NPC tanks to navigate through a field which they have ...
6
votes
1answer
141 views
Complexity of defense AI
I have a non-released game, and currently it's only possible to play with another human being. As the game rules are made up by me, I think it would be great if new players could learn basic game play ...
2
votes
1answer
97 views
Should pathfinder in A* hold closedSet and openedSet or each object should hold its sets?
I am about to implement A* pathfinding algorithm and I wonder how should I implement this - from the point of view of architecture.
I have the pathfinder as a class - I think I will instantiate only ...
0
votes
1answer
131 views
Behavior Trees and Animations
I have started working on the AI for a game, but am confused how I should handle animations. I will be using a Behavior Tree for AI behavior and Cocos2D for my game engine.
Should my ...



