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

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121 views

What kind of AI for a complex board game [Summoner Wars]

I am thinking of creating an AI for the card/board game Summoner Wars (by PlaidHat Games). It's a very nice tactical game for two players, with simple rules but quite deep. I have considered min-max ...
10
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1answer
2k views

How do I tell if my enemy can see my player?

Given a player and an enemy with position, and given the direction vector of each, how can I tell if one can "see" the other? In other words, how do I test if one position with direction is in front ...
1
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1answer
38 views

Implementing monte-carlo tree search in a tile based game with units

I have this simple risk-like game I would like to develop an AI for. Players move their Units on the map and a simple fight resolution is done. There is a time constraint of 100ms for each round, the ...
6
votes
2answers
126 views

Must all AI states be able to react to any event?

FSMs implemented with the State design pattern are a common way to design AI agents. I am familiar with the State design pattern and know how to implement it. How is this used in games to design AI ...
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4answers
106 views

How do I make sure my tic-tac-toe AI always plays to a draw?

I'm working on a little project. The aim is to play Tic-Tac-Toe against an AI, but I require that the game always results in a draw against the AI opponent. How can I implement the AI to ensure that?
4
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3answers
740 views

Creating a game with in game programmable AI [closed]

I am looking to make a game where the player can access an in game terminal and then use this terminal to write AI logic in a programming language such as C++ or C#, then they can compile the code and ...
2
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1answer
137 views

Event Driven Behavior Tree: deterministic traversal order with parallel

I've studied several articles and listen some talks about behavior trees (mostly the resources available on AIGameDev by Alex J. Champandard). I'm particularly interested on event driven behavior ...
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2answers
124 views

A*Pathfinding lose target after spawning from script?

I have been using A*Path finding to enable object tracking. It works fine if I have both objects on the scene at the same time. However, if I were to use a script to spawn the seeking object ...
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2answers
178 views

Implementig State-driven agents in an Entity-Component-System

A state-driven agent is an agent that performs an action based on its current state. The logic can be implemented through the use of a D-FSM that changes state depending on the Agent's "perception" ...
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1answer
140 views

Game Maker: Studio - Make objects avoid other instances of same object with A* pathfinding

I have a game where there are multiple enemies who must chase a single player. I have pathfinding set up using the GML A* pathfinding with mp_grid and a path. However, these enemies can walk on top ...
0
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1answer
23 views

Static evaluation function for Checkers using Minimax

I have correctly implemented Minimax for my checkers AI till depth of 3 ( well at least that is what I think ). However I am confused on evaluating my game boards at depth 3 with heuristics. Currently ...
3
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2answers
142 views

Find a position within one radius, but outside other radii

I have an Object A which will attempt to stay within a certain distance of another Object B. I would like Object A to also try to stay outside a certain distance of one or more other Objects R. The ...
0
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1answer
89 views

Finding next AI move using MinMax algorithm for Checkers [duplicate]

I am currently working on a Checkers game using Unity ( human vs computer ) I am done with the base architecture of the game ie defining the rules, moves, jumps etc. I am currently stuck in ...
1
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2answers
69 views

Adding gravity to arrival steering behavior

I trying to write an autopilot for the classic Lunar Lander or its clones. According to this paper, the arrival behavior is exactly what I need for a soft landing. In this example, it accelerates at ...
3
votes
2answers
299 views

Why should I use a list of enemies instead of an array of enemies?

I have been making 2d shooter similar to galaga using xna in C#, where the enemies (2 types) are all in rows above the player's ships, and are supposed to randomly launch attacks. I had previously ...
1
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1answer
104 views

Swarm Algorithms [closed]

I have been asked to deliver a presentation for my university course on ant, bee and particle swarm algorithms. Therefore I am attempting to learn more about swarm algorithms and their uses within ...
0
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2answers
174 views

Handling player and AI in a component based structure dynamically?

I'm trying to find a way to allow both input and AI to call actions of an actor in a component based structure for a 2d turn based game. The actions make use of the components. To keep the system ...
17
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7answers
2k views

How do I make A* agents avoid other agents?

I'm implementing a multi agent A* algorithm on a tile map. Agents move only in the X and Y axes. I avoid collisions between them by checking where the others are when calculating paths. It works fine ...
2
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2answers
169 views

How can I combine chasing and obstacle-avoidance in a steering-based AI?

I'm developing a top-down game in XNA with enemies that wander until they are within range of a player, at which point they begin chasing the player. This works, but I also want them to avoid ...
2
votes
1answer
80 views

What AI algorithm to use to find hidden shapes in a Battleships-like game

I'm developing a game similar to Battleships, only using different shapes. A single type of shape will be used within a game session, by both the human player and AI. There will be several objects ...
0
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0answers
35 views

Displaying range around a unit [duplicate]

I'm looking to highlight a set of square tiles around a unit to signify its movable range. The concept should be quite familiar to those who have experienced the Fire Emblem series of game. I have ...
0
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0answers
67 views

Implementing a group formation behavior

I am trying to implement a group formation behavior where all the units in my group follow a leader and maintain their position throughout. So far I am able to move them, rotate and follow the leader. ...
2
votes
3answers
113 views

Steering behavior using nodes

I've started rewriting some of my code (npcs, navigation and such) and I need some help with my new navigation system. Basically the way it works is: the game generates a random dungeon. For example: ...
4
votes
3answers
591 views

Find shortest path to gather items

I have a rectangular grid with obstacles and food items on certain tiles. There are also a few storage bins. Each food item gives 10 food. How can I find the shortest path that will allow me to ...
9
votes
3answers
277 views

How to pathfind over an obstacle?

How to represent the following situation best - agent (@) needs to get to the goal($). The path is blocked by a moat(~~~). A rake (or some other device, like waterwalking boots) is available that will ...
0
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0answers
77 views

Super Smash Brothers 64 AI

I have been playing the original SSB for close to 15 years now, and I am still amazed by the effectiveness of the AI (though by now I have to fight at least 2 level 9's for a challenge). Some of the ...
5
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5answers
1k views

How would one approach developing an AI for a trading card game

How would one approach developing an AI for a trading card game(e.g. Magic The Gathering, YuGiOh, etc.)? I'm not sure where to even begin. How would "Easy", "Normal", and "Hard" AI difficulties ...
0
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1answer
112 views

Combining pathfinding with global AI objectives

I'm making a turn-based strategy game using Java and LibGDX. Now I want to code the AI. I haven't written the AI code yet. I've simply designed it. The AI will have two components, one focused in ...
1
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1answer
195 views

How can I obtain in-game data from Warcraft 3 from an external process?

I am implementing a behavior algorithm and would like to test it with my lovely Warcraft III game to watch how it will fight against real players. The problem I'm having is that I don't know how to ...
2
votes
4answers
424 views

techniques for an AI for a highly cramped turn-based tactics game

I'm trying to write an AI for a tactics game in the vein of Final Fantasy Tactics or Vandal Hearts. I can't change the game rules in any way, only upgrade the AI. I have experience programming AI for ...
3
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2answers
254 views

Using Behavior Trees and Events together

I am beginning to work with behavior trees and am unsure how events should be handled within the tree. Lets say we have a space game where the player is dogfighting with a handful of other ships, some ...
7
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4answers
208 views

Measuring enemy “success” against player

I've been toying with an idea for a game prototype where the player must defend against waves of enemies, but between each wave the enemies "evolve" to better combat whatever tactics the player is ...
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2answers
147 views

AI shooting through walls [closed]

I made a AI shooting script for my new game but the problem is that the AI ignores the walls and shoots through walls. This is my ai script : #pragma strict public var rocketPrefab : Transform; ...
5
votes
1answer
196 views

AI, Pathfinding - Searching Behavior

I'm developing a top-down 2D game mostly based off a tilemap/grid. The player will be able to build structures on this grid while other objects like vehicles will move around freely. I've been working ...
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5answers
132 views

How to calculate move while avoiding deep copy

Suppose in a turn-based game, I have an object holding the current status of the game (like players, board information, positions of pawns, things like that). Now I want my AI to calculate the best ...
2
votes
4answers
86 views

Identifying groupings of objects

I have a cloud of objects, each with a 3D position, and I want to pick out tight groups of these objects. Specifically, I want to find all objects which form a grouping of radius r within a large ...
6
votes
3answers
206 views

Game AI Implementation

I'm very new to game development, but an experienced software engineer. As an introduction to game dev, I'm making a 2D zombie game in Python, using pygame. The game is almost done, but I still have ...
0
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3answers
145 views

Problems with Obstacle Avoidance steering behavior

I learned how to implement the Obstacle Avoidance steering behavior from this tutorial. The approach depicted in this tutorial (simplified) is this (note that I'm using rectangular OBBs for obstacles, ...
4
votes
3answers
211 views

Unit turning in navmesh-based pathfinding

I'm working on an RTS game, and I'm using navmeshes for unit pathfinding. I do know how to find a general path within a navmesh, but how do you determine if the unit have enough space to turn? I ...
8
votes
3answers
658 views

Can I jump from A to B?

I'm making some rudimentary AI for my side-scroller and I need to know whether an AI unit can reach point B from point A simply by taking a jump. Flight trajectory of my characters is a bit unusal as ...
4
votes
2answers
498 views

What technique should I use for the AI for Go?

I am currently undertaking a project where I need to program AI for Go (the Asian strategy game) and I would like to know, how do I start? I am aware of the many approaches to AI for their ...
12
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5answers
984 views

Preempting Behavior Trees

I'm attempting to get my head around behavior trees, so I'm spiking out some test code. One thing I'm struggling with is how to preempt a currently running node when something of higher priority comes ...
2
votes
2answers
144 views

AI and shapes in 2D Grid

I'm working on a grid- and turn-based strategy rpg. My problem is concerning finding best position for my AI to use a skill. But lets start at the beginning. My plan is to make each skill an action ...
1
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2answers
123 views

GA - Genetic Algorithm for Enemy

So I'm starting a project which aims to make a good AI for my game monsters. So far I have set up the GA and got some results. There's two genes, with one chromosome each. The monster either ...
4
votes
2answers
178 views

2D Enemy AI reacting to sound

I'm currently working on a 2D top-down survival game and I'm trying to figure out a good method for enemies to detect player sounds. For instance - if the player fires his gun it should play a sound ...
8
votes
2answers
729 views

Doing a passable 4X game AI

I am coding a rather "simple" 4X game (if a 4X game can be simple). It's indie in scope, and I am wondering if there's anyway to come up with a passable AI without having me spending months coding on ...
1
vote
1answer
284 views

Can a behavior tree represent the same logic as a finite state machine?

So I was just learning about Behaviour trees and I thought they're really cool. So I decided to use them in my games. But what I don't quite understand is: Short: Can everything done in an FSM, be ...
4
votes
1answer
780 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 ...
0
votes
1answer
81 views

Path smoothing while path following

I can't find a nice way to do path smoothing while i'm following a path. I have tried this piece of code but aparently it doesn't work as suspected. The idea of how it should work is: Edge 1 (the ...
0
votes
1answer
158 views

Chess Artificial intelligence with python and pygame [closed]

I created chess game with python and pygame. Now I'm trying to make Artificial intelligence, but what is actually best way to do it? Some tips, tricks, links? Thanks