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

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Using Chromosomes to Go from Input to Output in Genetic Algorithms

Lately I've developed an interest in AI and genetic algorithms. Specifically, AI that learns to do something completely on its own. For example, play a video game. I've seen AIs that start out playing ...
6
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1answer
316 views

Elegantly simulating NPC movement in inactive areas

My AI is utility-driven in a similar pattern to The Sims, where all unique behavior is coded into interactable objects, and the only thing an NPC does is decide which object they wish to use, path to ...
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2answers
810 views

Designing AI/NPC Task System

I am designing a game in Unity which has NPCs (Non-player controllers). I have worked out the path-finding but I need some help with how to implement tasks. I need the task system to be flexible and ...
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4answers
528 views

To what extent are video game bots & NPCs “artificial intelligence”? [closed]

Wikipedia says: In video games, this usually means a character controlled by the computer through artificial intelligence. ~https://en.wikipedia.org/wiki/Non-player_character In video games,...
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2answers
151 views

How to build an AIManager class

I'm trying to figure out how to write a good AIManager class in Java in order to manage the AI of all the objects in my game. From another post of mine, an user has suggested to do the following: ...
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2answers
749 views

Getting a Ranged AI “In Range” to shoot

In my game, ranged units and melee units have the same behavior. Ranged units try to maintain a fixed distance r, from their targets. If they're within r + d of the target (where d is a small value) ...
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2answers
149 views

Creating LOS zones on a 2D grid for chase AI

I have a 2D grid, around 20x20, stored as an array. Each grid cell can contain an opaque object or not. I also already have an algorithm to calculate LOS between any two squares via Bresenham. I want ...
6
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2answers
2k views

Game AI. Behavior Trees struggles

I'm writing a bot for a MOBA game as final project. Game status is read directly from the screen (that's the requirement). Now I have come to the AI part. On the first steps it started as some ...
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2answers
63 views

Speed dependent arc question

I'm currenlty working on an assignment and would appreciate any sort of help on the following implementation The question follows We are tasked to implement some heuristics but one of them is ...
21
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3answers
3k views

Command Ordering Architecture of Dwarf Fortress

What is the most elegant way to implement a command ordering system for AI? for example in dwarf fortress when you mark a forested area for wood cutting, the dwarfs then would do the following ...
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1answer
138 views

Logic for enemy chasing main player

I'm making AI to tell a minion to chase and attack the player. I played Magicka, and the minion follows the player in a nice curved manner (left image), rather than what I currently have (right image)...
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1answer
183 views

How to remove the jitter from my pong AI movement?

I am developing Pong using Monogame / XNA and my AI paddle is really jittery when the ball is moving more horizontally than vertically. My AI is very simple and works as follows: If the ball's ...
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1answer
197 views

AI to help player by suggesting upgrades

Suppose I'm creating a racing game.. I would like to implement an awareness system AI, that will suggest to the player that he can buy that booster or some other upgrade, .. etc. How should I start ...
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0answers
23 views

Intermediate AI for Java games [duplicate]

I want to know how to create good AI for a Java game, I'm still learning the language and I'm not an expert. I can do static AI but wanna know about writing an AI that follows the player and ...
5
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3answers
355 views

Decoupling AI from game logic

Imagine a game with different types of characters or "actors" which can perform actions like walking and shooting. They are implemented using the state pattern to reduce the amount of coupling: each ...
3
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1answer
587 views

NegaScout with Zobrist Transposition Tables in Chess

I'm trying to put Transposition tables into my alpha beta scout. I do see an incremental speed boost I think toward mid or late game, however, even with a table size of 1-2GB, its may or may not be ...
12
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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 ...
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2answers
223 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 ...
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4answers
597 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?
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1answer
1k 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 ...
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1answer
912 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 ...
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2answers
129 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 ...
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1answer
284 views

What sort of AI is applicable to a board game of this complexity?

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 ...
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2answers
257 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 ...
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1answer
550 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 ...
4
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2answers
515 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 ...
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3answers
1k 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 ...
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2answers
384 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
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1answer
172 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 ...
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0answers
241 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. ...
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2answers
294 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 ...
2
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3answers
317 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
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3answers
735 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 ...
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1answer
419 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 ...
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2answers
1k 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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1answer
628 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 ...
3
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2answers
580 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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2answers
254 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 instead,...
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2answers
287 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
312 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
180 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 ...
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3answers
504 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, ...
6
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3answers
377 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 ...
2
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4answers
101 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 ...
1
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2answers
407 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 '...
2
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2answers
176 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 ...
17
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7answers
3k 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 ...
0
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1answer
106 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 ...
2
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1answer
1k 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 ...
0
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1answer
929 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