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

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1answer
290 views

Application of Game trees in AI

My specific area of interest is designing the AI of real-time multiplayer games, for example, RTS games. Moves by players happen simultaneously, so I was wondering whether or not it would be modeled ...
15
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7answers
2k views

Imperfect pong AI

So I'm starting to learn Java and some OpenGL while using the LWJGL. To start off easy, I'm writing a clone of the Atari Pong. I got set up correctly the game screen, collision detection, and all the ...
0
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1answer
198 views

How to implement tile enemies behavior? [closed]

I'm having a difficult time to understand , how to implement the behavior of an enemy in a tile based game, movement attack behavior per enemy level ( higher level enemies should be hard to kill) ...
4
votes
2answers
368 views

AI for a mixed Turn Based + Real Time battle system - Something “Gambit like” the right approach?

This is maybe a question that's been asked 100 times 1,000 different ways. I apologize for that :) I'm in the process of building the AI for a game I'm working on. The game is a turn based one, in ...
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3answers
298 views

Looking for detailed pathfinding examples

I am currently working on a 2D-TopDown game. Now I was looking for pathfinding algorithms. I read and understood A* and Dijkstra. But there are still some questions I have. So I am looking for ...
2
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1answer
165 views

Implementing a wait function in a game script

I have been implementing behavior for enemies in my game and so far I have been doing it sort of like below: public void update() { if (frame > 60 && frame % 30 == 0) { ...
7
votes
3answers
183 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 ...
8
votes
2answers
525 views

Algorithm for optimising a match game with known queue

I'm trying to write a solver in C# .NET for a game known as Flowerz. For your reference, you can play it on MSN, here: http://zone.msn.com/gameplayer/gameplayer.aspx?game=flowerz. I'm writing it for ...
2
votes
1answer
471 views

Fuzzy State Logic or Finite State Machine for AI

My question is regarding the use of fuzzy state logic and finite state machine with AI. What I would like to know is what the key benefits are for both and also some examples of situations where you ...
2
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1answer
487 views

Collision avoidance (AI)

Now my 3D model has complete AI behaviours, but my model has no collision avoidance while he is moving towards the player! Because of this, he gets stuck in front of 3D blocks sometimes. I think the ...
0
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1answer
69 views

Getting correct direction of the Car [duplicate]

I am building a car racing game using the coordinate system in which I have enemies's cars and the player cars. I want to ask that what is the best way to find the the direction of enemies's cars so ...
0
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0answers
93 views

AI in Car game using Coordinate System

I am making car racing game. I built the game in coordinate system. I have a enemies's cars and the player car. I am stuck with the AI of the enemies's cars. I am searching for the ways in which I can ...
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1answer
208 views

A* Search in games [closed]

I am making car racing game. I stuck with the AI of the game. I go through with the A* search, but there is problem that I want to ask that whether we have to make a 2D array and than apply search on ...
0
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1answer
207 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
136 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 ...
7
votes
2answers
515 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. ...
1
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2answers
596 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
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1answer
188 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
vote
1answer
386 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 ...
2
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5answers
445 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
205 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 ...
2
votes
1answer
205 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 ...
9
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4answers
623 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
299 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 ...
7
votes
1answer
275 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
581 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
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1answer
207 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 ...
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3answers
233 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
225 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
156 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 ...
12
votes
1answer
638 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 ...
34
votes
1answer
4k 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
409 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
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2answers
467 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
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1answer
172 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
148 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 ...
4
votes
1answer
676 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 ...
5
votes
1answer
755 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 ...
14
votes
2answers
340 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
808 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
67 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
2k 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 ...
-1
votes
2answers
359 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
160 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
453 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
559 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
457 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
450 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
184 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 ...
12
votes
3answers
1k 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 ...