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

learn more… | top users | synonyms (1)

0
votes
2answers
189 views

How can I efficiently update only the entities that matter in a given frame?

I'm making a RTS, which can potentially have lots of units in one map (think Age of Empires). I'm looking for a way to update my units. I want to avoid calling a virtual Update() method every frame ...
6
votes
2answers
150 views

Must all AI states be able to react to any event?

FSMs implemented with the State design pattern are a common way to design AI agents. I am familiar with the State design pattern and know how to implement it. How is this used in games to design AI ...
1
vote
0answers
91 views

Best way to solve the game 'bricolage'

I am trying to solve the following game http://www.hacker.org/brick/ using some kind of AI. The target of this game is to finally clear the board by clicking on groups of at least 3 bricks of the same ...
0
votes
1answer
116 views

How to store and use different AI behaviours

I'm coding a space shooter on three.js (WebGL) and since the game I'm doing is rather simple, plus I want to keep controll of the structure, I'm not using a game engine. I'm using oop classes and ...
4
votes
2answers
250 views

How do I calculate legal moves in a travelling board game?

I'm making a traditional roll-the-dice-and-move style board game. Players move along the white squares on the board (see image) and may move in any available direction from a junction. Players must ...
4
votes
1answer
575 views

Running state in Behavior Trees

What happens, in a behavior tree, when a priority node chooses another branch over a running branch? Small example: Priority 1: Fight Sequence: -Enemy near? -Fight! Priority 2: ...
11
votes
2answers
860 views

Dynamic thruster balancing of space ship

The space ships in my game a meant to be player-built with an arbitrary amount of thrusters attached anywhere with any rotation. I currently have some dirty code to rotate the ship to a given angle (...
4
votes
3answers
698 views

Unit turning in navmesh-based pathfinding

I'm working on an RTS game, and I'm using navmeshes for unit pathfinding. I do know how to find a general path within a navmesh, but how do you determine if the unit have enough space to turn? I ...
1
vote
1answer
192 views

How should a hive AI distribute tasks between worker drones?

I've been studying AI design—things like behavior trees and FSMs. They make sense from the perspective of deciding a specific entity's goal and action. However, the AI in my game is very hive-...
2
votes
2answers
575 views

How do I make a character follow behind another?

I'm creating a game in C++ using OpenGL. I want to add a character into my game who, after meeting the main player, follows the player around. The follower should position themselves directly behind ...
1
vote
0answers
29 views

Internal FSM transition from an external Raycast's results

I'm making good progress on my shooter, I've now moved onto the AI. Currently I perform a Raycast from my base Weapon class to check for impacts, and then invoke a function on the hit object after ...
9
votes
3answers
409 views

How do AI agents access information about their environment?

This might be kind of a trivial question, but I am having trouble understanding this. Would very much appreciate your help. In game development using object oriented design, I want to understand how ...
1
vote
2answers
84 views

How can I make an AI agent avoid screen edges?

I'm programming an AI agent and I want them to avoid the screen edges. I've been considering using either the obstacle avoidance or the fleeing behaviour. Do either of these make sense? How should I ...
0
votes
2answers
443 views

Negamax Checkers not working properly [closed]

I'm trying to implement negamax in my checkers game. Sometimes the IA does the appropriate move, sometimes don't. Here is my code: private int evalPawns(ArrayList<Pawn> pawns, int turn){ ...
2
votes
2answers
974 views

Understanding the Seek steering behavior

I'm currently studying steering behaviors. Have recently learned about Seek. I have a question about this. Seek is supposed to turn the agent slowly in the direction of it's target, and then move in ...
5
votes
2answers
833 views

Using Behavior Trees and Events together

I am beginning to work with behavior trees and am unsure how events should be handled within the tree. Lets say we have a space game where the player is dogfighting with a handful of other ships, some ...
10
votes
1answer
633 views

Finding the correct speed for AI to turn to reach goal

I have a ship that travels at max speed maxSpeed and can turn rotationSpeed degrees per second. The ship always moves in the direction it is facing which means that the faster the ship is travelling ...
5
votes
2answers
292 views

2D Enemy AI reacting to sound

I'm currently working on a 2D top-down survival game and I'm trying to figure out a good method for enemies to detect player sounds. For instance - if the player fires his gun it should play a sound (...
1
vote
1answer
325 views

Moving turret aiming at moving target

I've found this post Turret Aiming Formula on Reddit and a nice answer a while back. The solution in the answer works great for still sanding turrets but is almost unusable for moving turrets since ...
2
votes
0answers
178 views

Simulating crowds of enemies [closed]

I am wondering what would be a good way to handle enemy crowds generation and simulation. For example in a hack'n'slash game, how would one go about placing enemies and managing their movement in the ...
3
votes
4answers
2k views

techniques for an AI for a highly cramped turn-based tactics game

I'm trying to write an AI for a tactics game in the vein of Final Fantasy Tactics or Vandal Hearts. I can't change the game rules in any way, only upgrade the AI. I have experience programming AI for ...
0
votes
1answer
100 views

How do I keep enemies from clumping up into one area? [duplicate]

I am making a zombie game and as I was making it I noticed the zombie AI starts to clump up into one mega zombie in one area. I was wondering how I could keep the zombies from doing that and instead ...
1
vote
3answers
4k views

How do I write a “Connect Four” AI?

I've made a Connect Four game. The first move is made by the player and the second by the computer. Currently, the computer moves randomly; its moves are generated by C++'s random number generator ...
7
votes
2answers
800 views

“Line of sight” path across navigation mesh

I want to calculate the line of sight in a navigation mesh. Consider the image below, the yellow line is the result of only A* and the red line is the result of a line of sight" algorithm that uses ...
5
votes
3answers
569 views

How to do a genetic algorithm's chromosome which controls movements

First I would like to inform you that I'm french and 15 so my english is not very good. I've read some articles about genetic algorithms (GA) and since I discovered the HTML5's canvas element, I can ...
-1
votes
2answers
507 views

How do I make a 2D platformer AI aware of its allies?

I'm trying to develop a 2D platformer AI that is aware of its buddies and tries to not overlap with them. However, I always end up with an "snake": I dont want them to be so robotic, but instead ...
1
vote
1answer
406 views

Slow Update to improve performance?

For my enemy AI, I only need decision making to be done every second or every half second. Would it make a meaningful difference if I didn't run the analyzing method in the Update, but rather invoked ...
2
votes
2answers
145 views

Developing AI for Zatacka

I am trying to develop a stronger AI for the popular game, Zatacka. The basic aim of the game is to survive the longest. It's like the TRON game, but the characters can only turn smoothly, instead of ...
0
votes
1answer
252 views

How could I control an air hockey 's AI paddle?

I am making an air hockey game on Android with Box2D and libgdx. For the manual control, I just use the MouseJoint and it works perfectly. However, for the AI control, there is a problem: I've made a ...
1
vote
1answer
89 views

AI movement is fragmented when following player

I'm making a 2D game with two spaceships flying around and shooting at each other. One is controlled by the player, the other by the AI. Currently, I have the AI always try to get inside a certain ...
0
votes
1answer
245 views

How do I implement following behavior with a state-based AI? [closed]

I'm making a 2D game with two spaceships flying around shooting each other. One spaceship is controlled by the user, the by an AI. I want to use a simple Finite State Machine (FSM) for the AI. I'm ...
9
votes
3answers
928 views

Can I jump from A to B?

I'm making some rudimentary AI for my side-scroller and I need to know whether an AI unit can reach point B from point A simply by taking a jump. Flight trajectory of my characters is a bit unusal as ...
5
votes
4answers
2k views

Can Neural Network play tic tac toe? Is this have any common sense?

I'm thinking about theoretical possibility of playing tic tac toe by neural net. Is this have any common sense? Let's consider tic tac toe which contains 3 rows and 3 cols (it's 9 cells). Ok, then the ...
8
votes
3answers
351 views

How to take into consideration gravity when moving AI

I'm making a 2D game. There is currently a helicopter flying around, controlled by the player. It's controlled using the arrow keys: UP, LEFT and RIGHT. It's speed along the y axis is dy, and speed ...
0
votes
1answer
160 views

Integer linear program solver based AI

Is Integer Linear Programming a viable solution for a turn based game AI? My current AI solution uses an ILP solver. If you are unfamiliar with ILP, it uses a collection of Booleans to find most ...
0
votes
1answer
470 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
569 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
31 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 ? http://www.youtube.com/watch?feature=...
1
vote
3answers
466 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
274 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
412 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 ...
2
votes
3answers
887 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 ...
0
votes
3answers
281 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
365 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
147 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
117 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
412 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: http://answers.unity3d.com/questions/199055/addtorque-to-rotate-rigidbody-...
0
votes
3answers
289 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
676 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
304 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 ?