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

learn more… | top users | synonyms (1)

0
votes
1answer
175 views

How can AI compute movement in 2D games

I know how to create a basic AI for a game, where the AI simple creates units that only march forward. The AI only decides when to create a new unit, taking into account a number of considerations. ...
1
vote
2answers
273 views

Change AI steering behavior's direction to 8 directions

I am making a 2d soccer game, all players move in 8 directions, so I need to convert AI steering behavior(like arrive and pursuit) into 8 directions. Here are three example situations: Player(now is ...
0
votes
0answers
30 views

Steer a flock towards a target? Like in pikmin? [duplicate]

Can a flock be steered towards a target ? I've seen that flocking behavior has the alignement behavior, but can it be directed and steered toward a goal ? ...
1
vote
3answers
367 views

How can I notify my AI systems that a target has died?

I am currently building a game focusing on AI for my university and this is my first time writing such a complex AI system. Naturally, I ran into a little logic problem: In the game, the AI uses a ...
4
votes
1answer
208 views

How can I test if an object will “fit” during pathfinding?

I'm tinkering around with a 2d game where obstacles are polygons of arbitrary shapes, sizes and locations, and movable entities (players/enemies) can also be of arbitrary sizes. What's a good general ...
0
votes
1answer
182 views

Movement / aiming algorithm in 2d / tiled based game

I'm trying to create simple 2D / tiled base game in JavaScript. Entities are able to move by any number of pixels, but only in one direction at once (can't go in diagonal way). AI for enemies is ...
1
vote
3answers
406 views

Calculating 2D Physics Prediction of Shot Angle with Moving Velocity of both targets

I currently have the math right to hit a moving target with 99% accuracy as long as I don't move. When I start moving the aim is nearly 80%, it should also be 99% accuracy because the target is moving ...
1
vote
3answers
159 views

Simulating (Human) Needs? [closed]

How can I simulate the vegetation (of a human being)? To simulate Hunger for example, I use some kind of saturation based system now. Means that every food-object saturates differently and the ...
1
vote
1answer
157 views

How to handle animations for a turn based deterministic game?

I have a turn based combat system where all monsters act one turn, then all players, etc. The combat mechanics are completely deterministic - I can pre-calculate the outcome of a turn. I'm interested ...
1
vote
1answer
94 views

Where can I find info on grid based algorithms for stateless AI? [closed]

There seems to be an overwhelming amount of info out there on AI of all kinds, and it's kind hard to digest at once. For my testing purposes, I'm creating a "typical stateless AI", as described in ...
0
votes
1answer
100 views

Entity's FSM and exposing internals of the entity

I'm trying to implement FSM according to Programming Game AI by Example, it is a pretty standard and straightforward FSM that goes like similarly to this (some stuff omitted and translated from C++ to ...
1
vote
1answer
82 views

PID controller error value for heading correction

I'm using a PID controller in my AI to steer my NPCs to a desired heading (by adding torque). I've adapted the code from here: ...
0
votes
3answers
196 views

How to program an enemy to attack when someone gets near it?

Like in free-roam RPGs, like Skyrim, I want to make a super-rudimentary screen with just two objects: player and enemy. The enemy will walk around randomly through AI algorithms, and will only fight ...
0
votes
3answers
233 views

Creating a hostile Mob

So I'm currently developing a 2D top down view java game. I have a mob called "Mutant" that currently does nothing. It generates a random number and depending on that number moves a few pixels in that ...
3
votes
1answer
174 views

Behavior trees - Can sequences and selectors contain conditions?

I can't wrap my head around this. Is it legal for parent nodes to contain additional logic ?
0
votes
3answers
615 views

Basic 2D Enemy AI

This is the basic layout of my game: http://www.youtube.com/watch?v=qcd-CcKWjGU&feature=youtu.be To make him move I just made it so you click left or right to move, just for a test. Anyway, I ...
1
vote
1answer
297 views

Behave Plugin : Behavior Tree Perpetually “Running” actions Prempting problem

I am using the Behave Plugin to make behavior trees for my game So, I have a behavior tree that looks like this : http://imagebin.org/278510 The Actions marked in Red are basically Perpetually ...
1
vote
1answer
115 views

When to use AI prediction in a Fighting Game

I am making a fighting game AI that can predict the player's next move using a N gram predictor. Once I have the prediction, when do I use it ? Do I wait till player makes a move and then use the ...
0
votes
0answers
59 views

how to stop enemies from moving to one point when lots of them are chasing one object [duplicate]

i am making a top down game which lots of enemies are chasing one guy. then,enemies would move to one point without any collision,they just overlay each other. so ,is there any simple way to make ...
2
votes
1answer
119 views

Behaviour Trees with irregular updates

I'm interested in behaviour trees that aren't iterated every game tick, but every so often. (Edit: the tree could specify how many frames within the main game loop to wait before running its tick ...
4
votes
1answer
371 views

Do I need path finding to make AI avoid obstacles?

How do you know when a path-finding algorithm is really needed? There are contexts, where you just want to improve AI navigation to avoid an object, like a space -ship that won't crash on a planet ...
3
votes
3answers
398 views

Math to steer a car

I'm in the early stages of a city driving simulation project, and I'm having trouble with the math to determine how the AI should steer the cars. My car model is very simple, with nothing like ...
0
votes
2answers
115 views

Is my calculation of chances correct for my AI?

I'm working on a turn based game where one part is pretty much like playing "Memory": remember where a specific card is located in a grid. My AI works like this: If a card is peeked (turned around ...
0
votes
1answer
126 views

2D motion synthesis for a human character

I want to make the player controlled character of my two dimensional sidescroller responsive to environmental forces, while still being controllable. I read about the commercial software product ...
6
votes
1answer
346 views

Implementing David Silver's Cooperative Pathfinding in Real-Time

I'm currently implementing David Silver's Cooperative Pathfinding algorithm for a 2D game with grid-based movement (all eight directions). The issue I'm having trouble wrapping my mind around is the ...
1
vote
2answers
194 views

Choosing a heuristic function for RPG character's AI

I am designing an AI for mouse and cat. So they have HP, and cat will chase and eat mouse, mouse will eat cheese. This eating action will help them to gain HP. If they can't eat food, they will die if ...
-1
votes
1answer
121 views

What to change when neural network is not classifying correctly?

I'm designing a learning algorithm for a simulation. In this simulation, there are minesweepers/tanks and also mines. Tanks are supposed to avoid collisions with mines, I'm using a neural network for ...
2
votes
2answers
197 views

How to choose inputs to an artifial neural network?

I have to implement, as part of an assignment, a learning method that enables minesweepers to avoid colliding with mines. I have been given the choice to choose between a ...
10
votes
4answers
320 views

Assigning tasks

In an RTS where workers are tasked e.g. build wall, how do the workers decide which walls to build? The player decides which walls are to be built where, but they don't assign individual workers to ...
1
vote
1answer
777 views

Prevent instances from overlapping gamemaker studio

I have a game where multiple instances of an enemy move towards a player in their step process. There can be as many as 50 instances on screen. The issue is that the instances all end up in 1 big ...
1
vote
3answers
285 views

Ways to make my game world bigger without slowing users CPU

I've been developing my first game for a little while now, but I've found that I want to make the game world MUCH bigger. It's currently about 300*300 tiles, but has creatures and bad guys running ...
12
votes
5answers
762 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 ...
11
votes
1answer
339 views

Are there any pathfinding algorithms that would handle different movement types?

I'm developing a bot for a BattleTech board game simulator http://en.wikipedia.org/wiki/BattleTech, it is turn based. The board is divided into hexagons, each one has a different terrain type and ...
3
votes
1answer
410 views

Java: AI to make a mob face the player working half-way correctly

While creating some basic AI for my "ghost" mob that is just up for testing at the moment, I thought of allowing it to face the player, depending on the player location. I get it to work correctly, ...
3
votes
3answers
590 views

Creating a game with in game programmable AI

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 ...
3
votes
1answer
303 views

How do you construct a node map for pathfinding in a non-tiled 2D environment? [duplicate]

A* and Dijkstra's pathfinding algorithms work by navigating a node map. In a tile-based 2D environment, these nodes could easily be inferred to be the literal x,y positions of the map. For example, ...
0
votes
1answer
141 views

Java: Basic Movement AI not working

I am working on a basic AI system to get an entity to follow a player. I created both the player and the ghost entity, but it seems as if the ghost only wants to increment both x and y, it never wants ...
1
vote
1answer
71 views

Locating point on a closed path to maximize sum of distances to a sample of weighted points

I'm doing AI for a simple puzzled game and need to solve the following problem efficiently (less than 1 sec for the range specified since I need to do many iterations in a game). A sample of N (1 ...
2
votes
1answer
107 views

Using an FSM, how do you clean up state related attributes that may be used from several states?

I'm making a game that plays a bit like Diablo, but you can harvest resources like in an RTS. I have the following states in my FSM: IdleState, ApproachingTargetCoordinateState, ...
2
votes
1answer
353 views

Seek Steering Behavior with Target Direction for Group of Fighters

I am implementing steering algorithms with group management for spaceships (fighters). I select a leader and assign the target positions for the other spaceships based on the target position of the ...
1
vote
1answer
138 views

AI discover algorithm

I am curious as to what algorithm/logic game AI/NPCs would use when discovering information about their environment. There are two scenarios that I could envision. The NPCs are all knowing in ...
2
votes
2answers
969 views

pathFinding performance in Unity3d

I am making Sniper game in unity 3d. In this game zombies will come randomly towards the sniper and sniper have to kill them. I am using RAIN(indie) for path finding. It works best when zombies are ...
5
votes
3answers
523 views

Determining the end location for AI movement in groups in a 2D RTS

I have written an RTS game (a demo for a game engine of sorts, actually) in which the user's basic interaction with the game is to select a bunch of soldiers and then right-click on the map to move ...
2
votes
1answer
302 views

Approach to AI in Entity Systems

We are making game using Entity Systems. And we with my colleague have different opinions about what approach is better when doing AI. Basically, he thinks that everything should be a system, where ...
17
votes
3answers
532 views

How can I maintain a rectangular formation when units are added or removed?

I've got bots in a rectangular formation with rows and columns. A problem arises when a bot is added or removed from the formation. When this happens, the bots have to rearrange themselves so that the ...
1
vote
1answer
328 views

AI of Turn Based game using Entity System approach

I just recently learned about Entity Systems and want to try it out on a real example (I was developing a game recently and want to try to port it over Entity Systems). But I got problem right away. ...
2
votes
3answers
434 views

How complex should enemy AI be in a dnd-alike?

I'm writing a text-mode (python + ncurses), turn-based rpg based loosely on 3rd edition D&D and Neverwinter Nights (the PC game) rules. It's not going to be a full implementation, but 'in the ...
1
vote
1answer
126 views

AI and rendering to screen

I'm using LWJGL, however I'm a bit confused on what to do. I'm trying to write an AI simulation, however I'm stuck at this problem. I have one camera, and I plan to move the camera to the mob ...
2
votes
1answer
339 views

Scripting a sophisticated RTS AI with Lua

I'm planning to develop a somewhat sophisticated RTS AI (eg see BWAPI). have experience programming, but none in game development, so it seems easiest to start by scripting the AI of an existing game ...
3
votes
2answers
322 views

What would be the most simple following target and neighbors avoidance algorithm in 2D space on plane?

I have ~20 or more enemies and they need to follow a target and avoid to go on top of themselves. I mean follow a target and avoid to collide with each other. Area, on which they are walking, is just ...