The design and/or logic of how an in-game entity makes decisions about its behavior.
1
vote
0answers
113 views
How can I use iteration to lead targets?
In my 2D game, I have stationary AI turrets firing constant speed bullets at moving targets.
So far I have used a quadratic solver technique to calculate where the turret should aim in advance of the ...
8
votes
1answer
181 views
Estimating costs in a GOAP system
I'm currently developing a GOAP system in Java. An explanation of GOAP can be found at http://web.media.mit.edu/~jorkin/goap.html. Essentially, it's using A* to plot between Actions that mutate the ...
-2
votes
2answers
129 views
Concept: Interpretive Spells [closed]
The goal is to be able to create complex spells, that can manipulate the game's environment in non-preprogrammed ways, and to make the program understand spells. For example:
$@
$=Big
@=Fire
You ...
1
vote
2answers
284 views
Reversi/Othello early-game evaluation function
I've written my own Reversi player, based on the MiniMax algorithm, with Alpha-Beta pruning, but in the first 10 moves my evaluation function is too slow. I need a good early-game evaluation function.
...
3
votes
1answer
119 views
Client AI calculations vs. Server AI calculations
I have been thinking about a game which would have an AI, and the AI would ideally do extensive calculations thinking many turns in advance.
I am curious if there is some way to put most of the ...
8
votes
1answer
202 views
Showing range on hexagonal grid
Here is the situation.
I have hexagonal board,and a unit on it,with speed or move value 4.Diffrent terrain has a diffrent cost.When i click on the unit,game should show me a move range.
My solution ...
-1
votes
3answers
251 views
How to implement smooth flocking
I'm working on a simple survival game, avoid the big guy and chase the the small guys to stay alive for as long as possible.
I have taken the chase and evade example from MSDN create and drawn 20 ...
2
votes
1answer
198 views
Artificial intelligence for targeting 3D flying objects
I'm working on a 3D game in Xna in which there is my jet which I am controlling. I want to add other jets as enemies. For that I need their AI so that I could have them able to target my jet. I've ...
2
votes
1answer
164 views
How do I modify a Boids algorithm to be player controlled?
Found source code on Boids in C#.
http://3carrotsonastick.wordpress.com/2012/11/01/boids-in-c-xna/
How do I go about making the raven class in the above player controlled?
If I could control it ...
3
votes
1answer
155 views
Artificial Neural Networks
I have an Artificial Networks which needs to recognize 130 different types of moves encoded in terms of 1s and 0s. Therefore the number of outputs I used is 8 so that all my patterns could be ...
-1
votes
1answer
176 views
Where would I find C# flocking tutorials? [closed]
Been looking for a while now and finding it difficult to find a good tutorial...
Where would I find a good tutorial on how to implement flocking in a C# XNA game? Something easy to understand .. for ...
1
vote
3answers
470 views
What are the most common AI systems implemented in Tower Defense Games
I'm currently in the middle of researching on the various types of AI techniques used in tower defense type games. If someone could be help me in understanding the different types of techniques and ...
1
vote
3answers
276 views
Making an AI walk on a NavigationMesh (2D/Top-Down game)
For some time I have been working on a framework which should make it possible to generate 2D levels based on a set of rules specified by level designers. You can read more about it here as I won't go ...
0
votes
0answers
470 views
Collision detection when pathfinding with pathnodes, UDK
I'm trying to create a class that allows my AIController to path find using pathnodes (NOT NavMeshes).
It's doing a swell job of going from point to point in a set order (although I would like for it ...
3
votes
2answers
170 views
Implementing a multilanguage AI contest platform
This is a followup to this question. To sum: I'm implementing an AI contest site, where each user may submit several AI implementations for different games. Think about Google AI Challenge
but instead ...
3
votes
1answer
181 views
How can I plot a radius of all reachable points with pathfinding for a Mob?
I am designing a tactical turn based game. The maps are 2d, but do have varying level-layers and blocking objects/terrain. I'm looking for an algorithm for pathfinding which will allow me to show an ...
1
vote
0answers
222 views
Developing an AI opponent for Monopoly
i want to develop an AI opponent for the Board Game Monopoly. I want to implement the whole Game with Prolog (XPCE).
The probability for a field on the Board being hit, can be computed with Markov ...
2
votes
3answers
429 views
Implementing an automatic navigation mesh generation for 2d top down map?
I am currently in the middle of implementing an A* pathfinding for enemies. In order to implement the actual A* logic, I need a navigation mesh for my map.
I am working on a 2D top down rpg map. The ...
1
vote
4answers
137 views
Logic that can traverse all possible layouts, but not checking every combination of identical pieces?
Suppose we have a grid of arbitrary size, which is filled by blocks of various widths and heights. There are many 2x2 blocks (meaning they take a total of 4 cells in the grid) and many 3x3 blocks, as ...
-1
votes
2answers
307 views
Best approach to 2D racing game AI? [closed]
I have no experience in AI at all, but I would like to know how I could do this?
Even if the AI just followed a path how could I do this?
1
vote
1answer
115 views
State machine interpreters
I wrote my own state machine tool in C and at this point I'm faced with two choices for specifying state machines.
Crafting a little language and writing a interpreter.
Writing a compiler for that ...
7
votes
3answers
424 views
How was 20Q made?
Ever since I was a kid, I've wondered how they made the 20Q electronic game. In this game, which is it's on device, you think of an object, thing, or animal (e.g. a potato or a donkey), once you ...
-1
votes
1answer
381 views
Javascript A* path finding ENEMY MOVEMENT in 3D environment [closed]
iam trying to implement pathfinding algorithm using PATHFINDING.JS in 3D world using webgl.
iam have made a matrix of 200x200. and placed my enemy(swat) in it .iam confused in implmenting the ...
3
votes
2answers
681 views
Platformer Enemy AI
I'm currently developing a platformer shooter. The game is multiplayer and while my net code could use some real work I have put that off for the time, so currently I'm trying to implement the AI.
...
0
votes
1answer
184 views
Negamax for turn based game
I am working on a fast paced turn based game, each turn the player can move left, right or stay put and choose whether or not to fire. Each turn the shots move one block in the direction they are ...
7
votes
1answer
349 views
Pattern for performing game actions
Is there a generally accepted pattern for performing various actions within a game? A way a player can perform actions and also that an AI might perform actions, such as move, attack, self-destruct, ...
3
votes
1answer
367 views
AI Game Programming : Bayesian Networks, how to make efficient?
We know that AI is one of the most important part of Game Programming. Bayesian networks is one of the core part of AI at Game Programming.
Bayesian networks are graphs that compactly represent the ...
0
votes
1answer
277 views
Better way to do AI Behavior in AS3/Flixel
I'm making a game in Flixel and I need to program an NPC. It's rapidly turning more complex than I expected. I was wondering if there are any best practices, tutorials or examples that you can refer ...
2
votes
1answer
110 views
Is finding graph minors without single node pinch points possible?
Is it possible to robustly find all the graph minors within an arbitrary node graph where the pinch points are generally not single nodes? I have read some other posts on here about how to break up ...
7
votes
1answer
471 views
Designing Snake AI
I'm new to this gamedev stackechange but have used the math and cs sites before.
So, I'm in a competition to create AI for a snake that will compete with 4 other snakes in 5 minute rounds where the ...
10
votes
2answers
326 views
How could you model “scent trails” in a game?
Say you want to create a 3D game, and have either players, or mobiles, be able to tract other entity by following their scent trails. Is there any known data-structure that matches this use case?
If ...
1
vote
1answer
286 views
Negamax implementation doesn't appear to work with tic-tac-toe [closed]
I've implemented Negamax as it can be found on wikipedia, which includes alpha/beta pruning.
However, it seems to favor a losing move, which should be an invalid result.
The game is Tic-Tac-Toe, ...
9
votes
1answer
387 views
Algorithm to shoot at a target in a 3d game
For those of you remembering Descent Freespace it had a nice feature to help you aim at the enemy when shooting non-homing missiles or lasers: it showed a crosshair in front of the ship you chased ...
6
votes
1answer
303 views
Action-oriented AI: evasion-algorithm takes much time
Evasion, the process of evading, is the opposite of chasing. Instead of trying to decrease the distance to the target we try to maximize it.
It takes much time while evading multiple objects ...
2
votes
1answer
398 views
Pathfinding and BSP with Box2D
I'm looking into implementing AI in my 2D side-scrolling platformer, and I'm looking into using algorithms such as A*. For many kinds of pathfinding, we need some sort of grid or systems of nodes or ...
10
votes
6answers
486 views
What forms of non-interactive RPG battle systems exist?
I am interested in systems that allow players to develop a battle plan or setup strategy for the party or characters prior to entering battle. During the battle the player either cannot input commands ...
2
votes
2answers
319 views
Explaining Asteroids Movement code
I'm writing an Asteroids Atari clone, and I want to figure out how the AI for the asteroids is done.
I have came across that piece of code, but I can't get what it does 100%
if ...
5
votes
3answers
475 views
Can anyone recommend an AI sandbox? [closed]
I'm passionate person, who has been around AI from a long time [1] but never going in deep enough. Now it's time!
I've been really looking for some way to concentrate on AI coding but couldn't ...
6
votes
2answers
534 views
Creating a navmesh from a voxel terrain
My world is represented by a 3D density field, where a positive density means solid ground and a negative (or zero) density means air. How can I generate a navmesh from that voxel data, with surfaces ...
3
votes
2answers
682 views
Monster's AI in an Action-RPG
I'm developing an action rpg with some University colleagues. We've gotton to the monsters' AI design and we would like to implement a sort of "utility-based AI" so we have a "thinker" that assigns a ...
5
votes
2answers
214 views
How to tune steering behaviours to pick the best target around obstacles?
I want to chase an enemy, but there are obstacles in the world. Imagine there's an obstacle stopping me reaching the closest enemy, but in another, unobstructed, direction is another enemy but at a ...
3
votes
4answers
375 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 ...
4
votes
2answers
601 views
Designing a simple snake A.I
I've looked at some stuff online regarding this specific topic, and a lot of the info that I read involved graphs and path finding.
I really don't want to get involved in something too complex & ...
4
votes
2answers
447 views
How to implement AI for fighting game
I built a 2D fighter yesterday.
The second 'player' does hardly anything. Actually, nothing. To be honest, I have never made a game before that had an opponent like this.
So my question is, how ...
2
votes
2answers
93 views
Repetition of move in Draughts game
I am having a little problem in my draughts game. Lets say my red piece (moving through AI) has arrived at the border of black pieces and now it has become a king, lets assume it is at index 2. Now ...
2
votes
1answer
67 views
What article discusses weightmaps for ai control?
A while back, I read an article on using weightmaps to control ai movement, particularly in an RTS environment. I can't find the article again, so perhaps someone here read it? I'm not asking for a ...
47
votes
5answers
6k views
How does Dwarf Fortress keep track of so many entities without losing performance?
In Dwarf Fortress you can have hundreds of Dwarves, animals, goblins, etc in game at any one time, each with their own complex AI and pathfinding routines. My question is how does this not produce ...
13
votes
3answers
972 views
How is AI most commonly implemented in popular games?
I'm no gamedev, I'm just a curious coder of not-games. I wonder, how does AI work in popular modern games, say, FPSs? Is it based on hard-coded rules? How much does it have in common with other kinds ...
13
votes
3answers
245 views
How can I simulate limited AI vocabulary for a word game?
I've got a small handful of competitive word games in progress, and while the preference is for (mostly asynchronous) play against other human opponents, I'd like to provide players the option of ...
0
votes
2answers
166 views
Handling multiple AI updates for simultaneous movement
How would I go about having multiple AI on the screen all at once all calculating separate movements without too much lag and within sane working memory. Before I have had many on the screen by ...