The design and/or logic of how an in-game entity makes decisions about its behavior.
9
votes
3answers
4k views
How to implement A.I. for checkers/draughts?
I saw this checkers game and I wondered how the A.I. was implemented.
How should I implement an A.I. for checkers (draughts, dama, dame)? Are there any known algorithms?
Very thnaks full to all. I ...
6
votes
2answers
570 views
Data Structure (or algorithm) for fast distance-based entity lookups
For example, your game has 100 enemies (on different teams) running around and their AI wants to inspect the nearby entities to see which it should attack. What is a fast way to organize those ...
2
votes
1answer
379 views
Examples of wall avoidance algorithm dealing with rectangles instead of lines?
I have a tile based engine and in the middle of translating out the example wall avoidance alogrithm in the book AI programming by example. I was wondering if the method below can be modified so that ...
22
votes
6answers
2k views
Who does the AI calculations in an MMO?
I am building an MMO and want to add NPCs. The thing is I don't know the basic design. What does the calculations, the clients or the server? I would understand the server calculating events and ...
2
votes
1answer
627 views
Translating Steering Behaviour Pursuit sample
I've come across a C++ Sample of from Programming Game AI by Example. For the most part it is fairly understandable, the only thing confusing me is the reference to "m_pVehicle->Heading()" I'm not ...
2
votes
2answers
705 views
Are there any usable performant path-finding libraries for python?
This is cross-posted from StackOverflow, please feel free to answer there too:
I'm working on a real-time isometric RPG in python, and wish to target mobile devices as a platform. The main area where ...
3
votes
2answers
469 views
How does Half Life's covering work?
Enemies in this game take cover. AFAIK HL uses some logical decisions for enemy to start searching for cover and to abandon cover, and I am able so far to find them; but how does he find a cover ...
1
vote
2answers
880 views
AI for solving a Match 3 game
Is there a known good way to have a "computer" opponent play a Match 3 game? It doesn't have to be fancy, or even considered fair. If the AI always takes the best move on the board that would be OK ...
19
votes
6answers
1k views
Collision 100% avoidance implementation
I'm an absolute beginner with game development and all I know about collision avoidance/resolution, I learnt it on or through this site in the past week... so don't hesitate to correct me if what I'm ...
2
votes
2answers
498 views
2D AI Engines/ Resources?
i'm wondering if there's any 2D AI source code or engines out there. I'm inspired by the Euphoria engine, and want to use whatever is already out there to make something like it in 2D, where the ...
5
votes
2answers
523 views
Integrating an AI state machine with actions that take more than 1 tick
Background: I'm having a problem conceptualising something which seems to be pretty fundamental. We have, what I believe to be, a traditional 'game loop', which runs at 60 fps and iterates through ...
4
votes
2answers
380 views
What knowledge would I need to make a good simulation game
I have an idea for a game like theme park but don't know how simulation games are made.
I am not on my first game so I would appreciate constructive answers instead of "its hard, don't do it".
What ...
5
votes
3answers
420 views
What AI for a resource management + combat?
I have a very simple game: 2 players (one human and a computer) and both have 1000 tokens. They must build an army. Depending on the type of soldier, it cost from 10 to 100 token to train one. ...
38
votes
5answers
1k views
Looking for a good technique for character movement in hack&slash game
I'm making hack&slash game and I want my characters move like for example in Torchlight, Diablo, etc.
Currently I generate set of nodes for all walkable areas of a floor. When I click somewhere ...
15
votes
4answers
527 views
What behaviors should go into making a “non-perfect” AI combatant?
When making an npc combatant, it's easy obvious what to do to get a robot deathmachine by optimizing combat tactics, timing and attack types, but harder (and more interesting in a fight) to get an ...
8
votes
2answers
674 views
How to manage all the NPC/AI objects on the server?
I'm writing a simple MMO, and currently have the the server-client architecture in place for multiple users to see each other and be able to move around together...now its time to add enemies.
Was ...
12
votes
4answers
1k views
RTS Game AI Thread
I have a project to make a real-time strategy game from scratch. I am still at the early planning stage, but I have been programming a little to see the mechanics.
I know how to program. I also have ...
5
votes
2answers
660 views
Strategies for monster targeting AI in a turn-based combat system
I am making a Final Fantasy-style battle system.
I have a random generator that select the monsters move when it is their turn; different moves have different chances to be performed. I also have ...
4
votes
4answers
867 views
AI algorithms for Strategy Game
I am working on building a Strategy Game (Animal Colonies fighting each other).
It is going to be simple game targeting Kids, the beta version will only support single player playing against AI ...
2
votes
0answers
189 views
Does anybody know any Twitch FPS games that allow you to extensively customize individual bot profiles (OpenArena is one example)
Specifically I would like to mess with the idea of giving each bot a specific "personality" so to speak. Open Arena provides this functionality, and I'm assuming that Warsow/Nexiuz (Xonotic?) may ...
0
votes
2answers
183 views
encircling and counting number of objects in a grid
There is a square grid in which there are empty and filled blocks. A number of contiguous blocks form an object. My bot can find out the status of it's neighbouring 8 blocks (whether they are filled ...
2
votes
2answers
186 views
What are the most-valuable research fields to explore nowadays concerning game AI?
I'm having some troubles coming up with a subject for my master's degree thesis. I'd like to know what areas of research are valuable at this time (and the near future) so I can narrow my search and ...
7
votes
3answers
494 views
The best algorithm enhancing alpha-beta?
I'm studying AI. My teacher gave us source code of a chess-like game and asked us to enhance it. My exercise is to improve the alpha/beta algorithm implementing in that game. The programmer already ...
9
votes
1answer
4k views
Behaviour tree code example?
http://altdevblogaday.org/2011/02/24/introduction-to-behavior-trees/
Obviously the most interesting article I found on this website. What do you think about it ?
It lacks some code example, don't ...
6
votes
2answers
1k views
AI engine for iOS game development?
I'm looking for an AI engine for iOS game development (machine learning, path finding).
1
vote
2answers
642 views
Suggestion for C++ reinforcement learning library to control flocking algorithm
I am looking to use reinforcement learning to adaptively modify the weights involved in a flocking algorithm (i.e. 'boids').
Searching google revealed several libraries, but I don't know anything ...
6
votes
1answer
302 views
Positive Evaluation Function - Territory AI Help
I am trying to implement some positive evaluation into my game. Let me explain.
I have a series (anywhere from 5 to 25 (might vary)) of circles (three sizes, big medium small). And each player starts ...
5
votes
5answers
641 views
Adaptive AI (Artifical Intelligence)
I was thinking to make my arcade game match the players strength in the hard level mode. Like checking the score and if the human player's score is above computer's for certain number of units then ...
3
votes
3answers
577 views
Algorithm for making sets in a Rummikub game
I'm developing an Okey game (a Turkish version of Rummikub/Rummy). In it, each players has a bunch of tiles. Tiles have a colour and a number, like playing cards. Now, the player needs to make sets of ...
16
votes
2answers
676 views
AI: Learning vs. Strategizing
I have a theory on AI that I would like to write a "whitepaper" about. The distinction I want to explore in AI is learning vs. strategizing. My question is, where can I read other material about this ...
2
votes
2answers
605 views
States, actions logic am I doing it right?
Currently I have the follow states:
Need To Run
Run
Need To Walk
Walk
Need To Fight
Fight
Am I misunderstanding it and mixig possible actions with states ?
I mean, to me Need To Run would either ...
7
votes
8answers
941 views
Is it possible to program the entire logic and flow of a game without ever touching a graphic's engine?
I'm not interested in rendering engines or level design, but I'm very interested in programming the AI that drives all of the characteristics of game play. I'm thinking of how the d20 system drives ...
8
votes
2answers
745 views
How would you code an AI engine to allow communication in any programming language?
I developed a two-player iPhone board game. Computer players (AI) can either be local (in the game code) or remote running on a server. In the 2nd case, both client and server code are coded in Lua. ...
9
votes
2answers
284 views
Calculating the “power” of a player in a “Defend Your Castle” type game
I'm a making a "Defend Your Castle" type game, where each player has a castle and must send units to destroy the opponent's castle. It looks like this (and yeah, this is the actual game, not a quick ...
6
votes
4answers
417 views
Adaptive Characters: AI Solution Needs a Problem
Have sophisticated adaptive programming, will travel - so to speak. I'm part of a group that developed sophisticated learning / adaptive software for robotics. The system "thinks" via its simulator, ...
8
votes
2answers
371 views
What alternatives exist of how an agent can follow the path calculated by a path-finding algorithm?
What alternatives exist of how an agent can follow the path calculated by a path-finding algorithm?
I've seen that the most easy form is go to one point and when the agent has reached this point, ...
6
votes
2answers
210 views
How important is a single-player mode in a 2-player game?
So say you have a 2 player game, taking Chess as an example (except it's an original game with no ready-to-go AI available).
Let's say there's also a social-aspect to the meta-game, so let's say ...
4
votes
3answers
513 views
First Person Shooter game agent development
I would like to apply (program) the Artificial intelligence methods to create a intelligent game bots for a first person shooter game. Do you have any knowledge from where can I start to develop as a ...
2
votes
1answer
697 views
Pathfinding with MicroPather : costs calculations with sectors and portals
I'm considering using micropather to help me with pathfinding. I'm not using a discrete map : I'm working in 2d with sectors and portales. However, I'm just wondering what is the best way to compute ...
9
votes
3answers
1k views
Moving around/avoiding obstacles
I would like to write a "game", where you can place an obstacle (red), and then the black dot tries to avoid it, and get to the green target.
I'm using a very easy way to avoid it, if the black dot is ...
14
votes
4answers
2k views
How to implement behavior in a component-based game architecture?
I am starting to implement player and enemy AI in a game, but I am confused about how to best implement this in a component-based game architecture.
Say I have a following player character that can ...
7
votes
4answers
1k views
Open Source AI Bot interfaces
What are some open source AI Bot interfaces? Similar to Pogamut 3 GameBots2004 for custom Unreal Tournament bots or Brood Wars API for Starcraft bots etc.
If you could please post one AI bot ...
9
votes
3answers
1k views
Tips for building an AI for a 2D racing game
I have a school project to build an AI for a 2D racing game in which it will compete with several other AIs (no collision).
We are given a black and white bitmap image of the racing track, we are ...
12
votes
3answers
638 views
How do they keep track of the NPCs in Left 4 Dead?
How do they keep track of the NPC zombies in Left 4 Dead?
I am talking about the NPCs that just walk into walls or wander around aimlessly. Even though the players cannot see them, they are there ...
13
votes
2answers
569 views
AI to move custom-shaped spaceships (shape affecting movement behaviour)
I'm designing a networked turn based 3D-6DOF space fleet combat strategy game which relies heavily on ship customization. Let me explain the game a bit, since you need to know a bit about it to set ...
8
votes
6answers
1k views
Is chess-like AI really inapplicable in turn-based strategy games?
Obviously, trying to apply the min-max algorithm on the complete tree of moves works only for small games (I apologize to all chess enthusiasts, by "small" I do not mean "simplistic").
For typical ...
3
votes
2answers
212 views
Naive minmax optimizations
I'm working on a perfect information game in my spare time. I've implemented a naive minmax algorithm for the computer player. I've further optimized it using alpha-beta pruning.
What I'm looking for ...
9
votes
7answers
464 views
How should I replan A*?
I've got a pathfinding boss enemy that seeks the player using the A* algorithm. It's a pretty complex environment, and I'm doing it in Flash, so the search can get a bit slow when it's searching over ...
8
votes
3answers
2k views
TRON: Game A.I algorithm?
Lightcycles or whatever it was called like.
Given a 2d array representing the game map, where each element can be either 0 or 1 (0 representing blank space and 1 representing filled space), what is ...
-2
votes
4answers
2k views
Artificial intelligence in board games?
How to create AI in games like suduko/snake and ladder/tic-tac-toe in general board games where computer is a another opponent.
