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

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2
votes
4answers
496 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
400 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
464 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?
9
votes
3answers
277 views

How to pathfind over an obstacle?

How to represent the following situation best - agent (@) needs to get to the goal($). The path is blocked by a moat(~~~). A rake (or some other device, like waterwalking boots) is available that will ...
4
votes
1answer
364 views

How does an AI determine the bearing to follow within a nav mesh?

I've done some reading on nav-meshes, and I understand how to generate a path of polygons to reach a goal. However, what I don't understand is how you determine the bearing to follow within each ...
3
votes
2answers
1k views

How do you chase a changing value with ease in and ease out

Assume you have a target that changes. Example: // on average every 1000 frames, move the target if (random(1000) == 0) { // pick a value between 0 and 999 target = random(1000); } Now, I ...
-3
votes
1answer
639 views

match-3, 4, 5, 6? Algorithm for a puzzle match game that will change the number of matches required

I was wondering if someone had an idea or had some thoughts behind creating a match-3, match-4, match-5... all the way to match-10 just by changing a variable. I think it is easy to do a match 3 or ...
1
vote
3answers
1k views

XNA create differences in enemies

I created an enemy class for my game. It works well, except for one dilemma. When I spawn more than one enemy, eventually they begin to "overlap" and look like one enemy. I was wondering if anyone had ...
5
votes
5answers
2k views

How to lead a moving target from a moving shooter

I saw this question: Predicting enemy position in order to have an object lead its target. My situation is a little different though. My target moves, and the shooter moves. Also, the shooter's ...
1
vote
0answers
414 views

Algorithm for potential fields

Rather than computing potential fields in a grid and performing a lookup for them, I've decided to query the potential fields at a given point in 3D space by simply querying all the objects in a ...
5
votes
3answers
288 views

AI scheme for 4 player tic tac toe style game

I am about to release an android game that is like tic tac toe, but on a bigger board, and 4 player. Instead of winning when you get 3 in a row, you get points for chains, and the most points at the ...
5
votes
2answers
934 views

How do I implement a field of vision for AI entities?

I am considering how to implement a field of vision system for my AI entities, but am not sure on the order of steps to take. The thought process that I had was to use a combination of radial distance ...
3
votes
2answers
568 views

AI algorithm for avoiding bullets in a shoot-em-up game

I am working on a shoot-up-game in XNA, it is going to be my final project in school. I was thinking of utilizing the minimax algorithm for AI agents for making tactics. However, I ralized that the ...
8
votes
5answers
1k views

Implementing simple proportional navigation for a homing missile

I'm trying to implement the simplest possible form of proportional navigation, i.e, the missile turns in the direction that its bearing-to-target is changing, and once its bearing-to-target is ...
2
votes
1answer
537 views

Simultaneous AI in turn based games

I want to hack together a roguelike. Now I thought about entity and world representation and got to a quite big problem. If you want all the AI to act simultaneously you would normally(in cellular ...
-1
votes
1answer
209 views

Help with fleet combat strategy game AI

can you tell me how to implement a game AI like the sea battle Ai in NAPOLEON:total war. I want to finish a small game,which the ship can occupy the island to produce more ships and my fleet can ...
2
votes
1answer
503 views

3D RTS pathfinding

I understand the A* algorithm, but I have some trouble doing it in 3D to suit the needs of my RTS Basically, in the game I'm making, there will be agents with different sizes of OBB collision boxes. ...
1
vote
2answers
469 views

How common are Rete algorithms in game development?

I was looking through some game AI and general AI texts and a couple of them touched on using the Rete algorithm for rule systems. Is this commonly used? I'm having trouble justifying the extra effort ...
1
vote
0answers
218 views

When attaching AI to a vehicle should I define all steps or try Line of Sight?

This problem is related to an intersection simulation I am building for university. I will try to make it as general as possible. I am trying to assign AI to a vehicle using the JMonkeyEngine ...
2
votes
2answers
807 views

Android/Java AI agent framework/middleware

I am looking for an AI agent framework to use as a starting point in an Android game I have to create for a university research project. It has been suggested to me to use JADE, but, as far as I can ...
1
vote
2answers
2k views

How does flocking algorithm work?

I read and understand the basic of flocking algorithm. Basically, we need to have 3 behaviors: 1. Cohesion 2. Separation 3. Alignment From my understanding, it's like a state machine. Every time we ...
6
votes
3answers
630 views

How can I tweak this A* search pathfinding algorithm to handle different terrain movement values?

I'm creating a 2D map-based action game with similar interaction design as Diablo II. In other words, the player clicks around a map to move their player. I just finished player movement and am moving ...
8
votes
2answers
729 views

Doing a passable 4X game AI

I am coding a rather "simple" 4X game (if a 4X game can be simple). It's indie in scope, and I am wondering if there's anyway to come up with a passable AI without having me spending months coding on ...
3
votes
1answer
623 views

A* PathFinding Poor Performance

I'm getting poor performance in-game due to my path-finding algorithm. The farther I get from my NPC, the worse the framerate gets. Ok, I updated my code and implemented the openList as a min-heap ...
9
votes
3answers
495 views

How to add a sound that an enemy AI can hear?

Given: a 2D top down game Tiles are stored just in a 2D array Every tile has a property - dampen (so bricks might be -50db, air might be -1) From this I want to add it so a sound is generated at ...
8
votes
1answer
334 views

Targeting a vehicle with complex movement?

Targeting a vehicle with known constant velocity is simple, and collision is guaranteed (see Predicting enemy position in order to have an object lead its target, Find meeting point of 2 objects in ...
8
votes
1answer
225 views

What data should be cached in a multiplayer server, relative to AI and players?

In a virtual place, fully network driven, with an arbitrary number of players and an arbitrary number of enemies, what data should be cached in the server memory, in order to optimize smooth AI ...
11
votes
1answer
3k views

Giving a Bomberman AI intelligent bomb placement

I'm trying to implement an AI algorithm for Bomberman. Currently I have a working but not very smart rudimentary implementation (the current AI is overzealous in placing bombs). This is the first AI ...
4
votes
2answers
3k views

How to calculate shot angle and velocity to hit a moving target?

I am developing a 2D Android game and I am making an aiming algorithm for AI projectiles to hit enemies either following a path, or free moving. At the moment it just calculates where the target will ...
4
votes
2answers
543 views

RTS game diplomacy heuristics

I'm reimplementing an old 4X space-rts game which has diplomacy options. The original was based on a relation scoring system (0..100) and a set of negotiation options (improve relations, alliance, ...
4
votes
2answers
463 views

What AI technique should I use to control a car in a bumpy environment?

What kind of AI can you recommend controlling a car in a level where there are hills, sharp turns, straight parts, et cetera? There is AI in the game already. It uses points on the road to which the ...
0
votes
1answer
2k views

Is Goal-Oriented Action Planning (GOAP) a valid replacement for state machines outside the realm of AI?

I just learned about Goal-Oriented Action Planning (sources below) as used in AI programming. I'm making a state machine for a player-controlled character and was wondering if it can be replaced by a ...
15
votes
3answers
4k views

How to wire finite state machine into component-based architecture?

State machines seem to cause harmful dependencies in component-based architectures. How, specifically, is communication handled between a state machine and the components that carry out state-related ...
7
votes
2answers
725 views

What is a convincing Berserker enemy AI finite state machine for a Roguelike

I'm looking for a way to create a convincing Berserker enemy in a Roguelike I've been creating for some time. You may assume a game like NetHack for this when considering what kinds of actions can be ...
-4
votes
1answer
344 views

Multidimensional Pathfinding Algorithms

When trying to program hostile AI units for a war strategy game using pathfinder methods, do programmers ever have one algorithm for the unit to move and a separate algorithm for the unit to actively ...
1
vote
1answer
396 views

Approaches to partner trick taking card game AI

I am creating an android game out of a partner based trick taking card game. What are some generic approaches to AI players for these types of games and what are the advantages/disadvantages of each?
8
votes
3answers
556 views

What online games would let me practice AI development?

I am working on a project experimenting with Artificial Intelligence design methodologies for online world avatars. Online world here is quite open to interpretation; Second Life is just as applicable ...
5
votes
5answers
614 views

Artificial Intelligence - when to update pathfind?

Right now I have a pathfind algorithm A* so I'm already using it to move the player around. My problem comes to the NPC'S. They find the path to the player but if the player change the position they ...
2
votes
0answers
89 views

Game Research Points [duplicate]

Possible Duplicate: Any interesting thesis topic? I just wanna know what are the points of research in nowadays games. As I am Teacher Assistant and I must make a master thesis and I wanted ...
4
votes
2answers
498 views

What technique should I use for the AI for Go?

I am currently undertaking a project where I need to program AI for Go (the Asian strategy game) and I would like to know, how do I start? I am aware of the many approaches to AI for their ...
4
votes
1answer
2k views

UDK game Prisoners/Guards

For school I need to make a little game with UDK, the concept of the game is: The player is the headguard, he will have some other guard (bots) who will follow him. Between the other guards and the ...
5
votes
1answer
331 views

A* pathfinding algorithm to identify entrances into current “room”?

Was looking for some online articles that might have a good idea or two in how to approach this but not finding much. Most of it deals with the various ways to generate and follow a path to a known ...
6
votes
1answer
1k views

Pokemon Battle System A.I

For my newest project, a Pokemon fan-edition, I need to collect much information on the game mechanics. So I need to know a few things about the A.I. implemented in the games. For the sake if ...
13
votes
2answers
7k views

Complex Game AI for Turn-based Strategy Games

I'm doing some research for a turn-based Strategy game project and looking for good resources on this topic. The game is a typical war game where countries can fight each other, deploy units and have ...
3
votes
3answers
821 views

Best next step for game AI implementation

I have recently finished a small framework that employs agents governed by a small hierarchical finite state machine, however I have quickly discovered the drawbacks of this approach. Namely the fact ...
10
votes
1answer
1k views

Is precomputed pathfinding still relevant?

Context Old Lucas Arts (ScummVM era) point and click graphic adventure games used precomputed pathfinding. Here's a rough outline of the technique. Step 1 The floor in each room was divided into ...
1
vote
2answers
1k views

Tic Tac Toe, Reinforced Learning and Hash Tables - Don't understand how to create a game

For my data structures course, we were asked to create Tic Tac Toe(3x3)that: 1) Has two player - dumb and smart(computer plays both sides) 2) Dumb player - "X" , always makes first move, and all of ...
9
votes
4answers
688 views

Calculating missile trajectory around orbits before shooting

I'm building a game with Unity3D. It's a Gravity Wars clone. Both player and AI turrets shoot missiles at each other (giving an Angle and a Power variables), trying not to crash missiles on planets. ...
2
votes
1answer
294 views

what is the best way to add avoidance behaviour to an AI framework?

I have a small AI framework for a shooting based game. Although this is rarely needed, as when agents are close to each other they are usually fighting, I would none the less like some way of ...
0
votes
1answer
621 views

MiniMax function throws null pointer exception

I'm working on a school project, I have to build a tic tac toe game with the AI based on the MiniMax algorithm. The two player mode works like it should. I followed the code example on ...