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

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8
votes
2answers
377 views

How to handle entity path-finding and movement in a large networked world?

Considering the image above with tiles split into 32x32 boxes, I have an entity which is marked to 'aggro' nearby players that come close to it. I'd like this monster to ideally chase the player (and ...
4
votes
1answer
295 views

How to determine that nodes in Grid Graph are unreachable before applying pathfinding?

I would like to determine accessibility of nodes before applying pathfinding algorithm to Grid Graph. I have a surface with nodes overlayed on it and I would like to somehow determine that nodes ...
6
votes
1answer
986 views

Component/Entity-based design + Behavior Trees => how to integrate?

For my current project I implemented a component/entity-based system, basically following most of the best-practice there is in this rather undefined area. So I got (slightly extended) Entities, ...
6
votes
4answers
431 views

Implementing AI to hide behind obstacles

I am developing an AI simulation of predator and prey. I would like to simulate the AI hiding behind obstacles, if it is being chased. But I am still trying to figure out the best way to implement ...
2
votes
3answers
331 views

Abstract games that are hard to play for AI/computer? [closed]

Do you know any abstract multi- or single-player game that is hard to play for AI/computer but not so hard for humans? Being simple and popular is better.
3
votes
2answers
325 views

AI remembering obstacles without a grid

For some research purpose I've build a small tanks game where you have 1 tank controlled by a player and one or more NPC tanks. Now I want these NPC tanks to navigate through a field which they have ...
6
votes
1answer
159 views

Complexity of defense AI

I have a non-released game, and currently it's only possible to play with another human being. As the game rules are made up by me, I think it would be great if new players could learn basic game play ...
2
votes
1answer
109 views

Should pathfinder in A* hold closedSet and openedSet or each object should hold its sets?

I am about to implement A* pathfinding algorithm and I wonder how should I implement this - from the point of view of architecture. I have the pathfinder as a class - I think I will instantiate only ...
0
votes
1answer
314 views

Behavior Trees and Animations

I have started working on the AI for a game, but am confused how I should handle animations. I will be using a Behavior Tree for AI behavior and Cocos2D for my game engine. Should my ...
1
vote
0answers
145 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
258 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
139 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
1k 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
159 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 ...
10
votes
2answers
394 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
392 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
275 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
235 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
186 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
406 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 ...
2
votes
3answers
1k 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
534 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 ...
3
votes
2answers
209 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 ...
5
votes
1answer
325 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
366 views

Developing an AI opponent for Monopoly [closed]

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 ...
3
votes
3answers
811 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
155 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
409 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
142 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 ...
9
votes
4answers
1k views

How does 20Q work internally?

Ever since childhood, I've wondered how the 20Q electronic game worked. You think of an object, thing, or animal (e.g. potato or donkey). The device then asks you a series of questions such as: Is ...
3
votes
2answers
1k 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
310 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 ...
8
votes
1answer
628 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
474 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
608 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
159 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 ...
8
votes
1answer
915 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
363 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
338 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, ...
11
votes
2answers
867 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
409 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
647 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
616 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 ...
3
votes
2answers
419 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
696 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
852 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
1k 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
280 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 ...
4
votes
4answers
918 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
1answer
839 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 & ...