Tagged Questions

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

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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
332 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
704 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
500 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
657 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
172 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
1k 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
369 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
369 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
1k 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
428 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
665 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
638 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
444 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
771 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
926 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
297 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 ...
5
votes
5answers
1k 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
876 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 & ...
5
votes
2answers
791 views

How to implement AI for fighting game

I built a 2D fighter yesterday. The second 'player' does hardly anything. Actually, nothing. To be honest, I have never made a game before that had an opponent like this. So my question is, how ...
2
votes
2answers
109 views

Repetition of move in Draughts game

I am having a little problem in my draughts game. Lets say my red piece (moving through AI) has arrived at the border of black pieces and now it has become a king, lets assume it is at index 2. Now ...
2
votes
1answer
74 views

What article discusses weightmaps for ai control?

A while back, I read an article on using weightmaps to control ai movement, particularly in an RTS environment. I can't find the article again, so perhaps someone here read it? I'm not asking for a ...
53
votes
5answers
11k views

How does Dwarf Fortress keep track of so many entities without losing performance?

In Dwarf Fortress you can have hundreds of Dwarves, animals, goblins, etc in game at any one time, each with their own complex AI and pathfinding routines. My question is how does this not produce ...
16
votes
3answers
1k views

How is AI most commonly implemented in popular games?

I'm no gamedev, I'm just a curious coder of not-games. I wonder, how does AI work in popular modern games, say, FPSs? Is it based on hard-coded rules? How much does it have in common with other kinds ...
13
votes
3answers
331 views

How can I simulate limited AI vocabulary for a word game?

I've got a small handful of competitive word games in progress, and while the preference is for (mostly asynchronous) play against other human opponents, I'd like to provide players the option of ...
0
votes
2answers
221 views

Handling multiple AI updates for simultaneous movement

How would I go about having multiple AI on the screen all at once all calculating separate movements without too much lag and within sane working memory. Before I have had many on the screen by ...
3
votes
1answer
345 views

Space Invaders-type game: Keeping the enemies aligned with each other as they turn around?

OK, so here's the lowdown of the problem I'm trying to solve. I'm developing a game in PyGame that's a cross between Space Invaders and Columns. I'm trying to make the motion of the enemies similar ...
0
votes
1answer
215 views

Implementing a FSM with ActionScript 2 without using classes?

I have seen several references of A.I. and FSM, but sadly I still can't understand the point of an FSM in AS2.0. Is it a must to create a class for each state? I have a game-project which also it has ...
5
votes
4answers
723 views

Find nearest tile of type x

I currently have an array of tiles which makes up the tilemap (stored as an int array) and I want an NPC to be able to move itself to the nearest tile of type X (ie find the nearest tree and chop it ...
2
votes
3answers
300 views

Discovering path through unknown territory

Let's say all the AI knows about it's surroundings is a pixel-map that it has which clearly shows walkable terrain and obstacles. I want the AI to be able to traverse this terrain until it finds an ...
4
votes
1answer
294 views

Reuseable Platform For Custom Board Game

Is there a generic platform to allow me to customize the rules to a board game. The board game uses a square grid, similar to Checkers or Chess. I was hoping to take some of the work out of creating ...
-1
votes
1answer
1k views

MiniMax not working properly(for checkers game)

I am creating a checkers game but My miniMax is not functioning properly,it is always switching between two positions for its move(index 20 and 17).Here is my code: public double MiniMax(int[] ...
1
vote
1answer
200 views

Calculate travel time on road map with semaphores

I have a road map with intersections. At intersections there are semaphores. For each semaphore I generate a red light time and green light time which are represented with syntax [R:T1, G:T2], for ...
4
votes
2answers
724 views

How do client-server cooperation based games like Diablo 3 work?

Diablo 3 cooperates with Blizzard servers even during single player games. In fact, Blizzard has had problems with the games "melting their servers." I would like to ask: How do the client and the ...
3
votes
1answer
510 views

Tic-Tac-Toe game AI

I'm looking into creating a simple tic tac toe/noughts and crosses game in Actionscript3 and am trying to understand the ideas behind the AI used in a game like this. I've seen some simplistic ...
2
votes
1answer
3k views

How to utilize miniMax algorithm in Checkers game

I am sorry...as there are too many articles about it.But I can't simple get this. I am confused in the implementation of AI. I have generated all possible moves of computer's type pieces. Now I can't ...
2
votes
2answers
345 views

How to prioritize related game entity components?

I want to make a game where you have to run over a bunch of zombies with your car. When moving around, the zombies have a few things to take into consideration: When there's no player around they ...
0
votes
1answer
335 views

Basic AI FSM - Handling state transition

I'm starting to study on how to implement game AI, and it seems to me that a very simple FSM for my Pong demo would be a nice way to start. My vision on implementing this would be to have a basic ...
1
vote
2answers
903 views

Grid pathfinding with a lot of entities

I'd like to explain this problem with a screenshot from a released game, DROD: Gunthro's Epic Blunder, by Caravel Games. The game is turn-based and tile-based. I'm trying to create something very ...
2
votes
1answer
295 views

“Untangle”-Game AI

I am trying to program an AI for such untangle games like Untangle game. I tried the following possibilities: 1) Just set one node after the other to a random place. If every node was moved once, ...
5
votes
3answers
866 views

Is there a repository of game logic algorithms?

I'm writing my first 2D game, and I'm writing some tracking logic for the computer enemies. Basic follow-the-player tracking was easy, but ineffectual. Too easy to escape. So I'm trying to implement ...
2
votes
1answer
249 views

How should bots be recognised in a game?

I'm interested in how bots are usually written. Here's my situation: I plan to make an online 2D mecha game in HTML5, and the server-side will be done with node. It is intended to be multiplayer, ...
1
vote
0answers
396 views

Quake 3 Bot Programming Example [duplicate]

I would like to implement an intelligent bot for Quake-3. I downloaded the and built the code successfully under Linux. My problem is that I couldn't find any complete tutorial telling me how to build ...
3
votes
2answers
345 views

What are the possible options for AI path-finding etc when the world is “partitionned”?

If you anticipate a large persistent game world, and you don't want to end up with some game server crashing due to overload, then you have to design from the ground up a game world that is ...
5
votes
1answer
5k views

Checkers AI Algorithm

I am making an AI for my checkers game and I'm trying to make it as hard as possible. Here is the current criteria for a move on the hardest difficulty: 1: Look For A Block: This is when a piece is ...
2
votes
4answers
495 views

'Real' AI that learns in games

In my work I analyze and design Evolutionary Algorithms (EAs), but for fun I'm learning game design, and, of course application of EAs in games. So I'm wondering if there have been any games where AI ...
2
votes
2answers
399 views

AI: Updating AI use a lot of CPU

Let's say I got 100 Orcs in my 3D world. They all have the goal to kill each other. That means For 1 Orc I have to check collision with the 99 others. That will give me the number 99^2 which is about ...
0
votes
2answers
453 views

Programming an Artificial Agent in Open Arena [closed]

Does anyone know source example source codes and tutorials to start writing an intelligent bot for Open Arena?