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

learn more… | top users | synonyms (1)

0
votes
1answer
623 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 ...
2
votes
4answers
246 views

Path tables or real time searching for AI?

What is the more common practice in commercial games; path lookup tables or real time searches? I've read that in many games path lookup tables are pre-calculated and baked into each map, so to ...
1
vote
1answer
328 views

What exactly is the difference between separation and obstacle avoidance

I've been reading some literature that explains both separation and obstacle avoidance. On first sight, they both seem very similar in what they are supposed to do: keeping objects apart form each ...
3
votes
3answers
576 views

Tool for creating complex paths?

I want to create some fairly complex 2d predefined paths for my AI sprites to follow. I'll need to use curves, splines etc to get the effect I want. Is there a drawing tool out there that will allow ...
4
votes
1answer
424 views

In MMO game, how to handle user characters, who are offline?

In my medieval MMO game, players have their own character, that represents themselves inside game. Like a King. Players could have cities and armies, but King acts as main driving force. Then it ...
13
votes
2answers
1k views

How to implement an intelligent enemy in a shoot-em-up?

Imagine a very simple shoot-em-up, something we all know: You're the player (green). Your movement is restricted to the X axis. Our enemy (or enemies) is at the top of the screen, his movement is ...
7
votes
4answers
3k views

Programming a MOBA bot: any open-source genre entries or games with an open A.I. API?

So some background: I play League of Legends (LoL) religiously and have a strong background in A.I. programming. In an attempt to put 2 and 2 together I've been trying to implement a bot for playing ...
10
votes
4answers
424 views

Where will my character stop?

Many years ago I coded some AI for a budget pseudo-3d game. There was one calculation which I never really figured out the best way to do, and that was calculating where the enemy would end up if it ...
3
votes
1answer
2k views

How many moves to think ahead for chess minimax AI?

I am thinking of making a chess game, and I read up on minimax trees. How many moves should the AI think ahead so that the player doesn't have to wait a long time? If there are 25 possible moves ...
2
votes
1answer
348 views

3D Flight Path Generation and applying a curve to x,y,z

I made a little critter that roams around. var boundary = 10.0; var startingPoint = <0.0,0.0> var destination = ...
16
votes
6answers
756 views

Making the AI take different paths to each other

I have a top down 2d game where the AI spawn at the edges of the map and run towards the center. I'm using A* and a node mesh to do the pathfinding. Right now, the AI spawn at a point on the edge of ...
10
votes
5answers
577 views

Situational awareness in path finding

Assume you had to find the shortest path through a dungeon, where certain passages are only opened to you after certain items were collected, like locked doors and keys, for instance. The normal gut ...
5
votes
2answers
750 views

How should I approach AI for Spades game?

I was hoping some one could point me in the right direction about what type of AI you would use for a Spades game? For instance, would you create a behavioral tree or would you implement some other ...
4
votes
2answers
953 views

Is it correct to assume that behavior trees work for AI, but the player character and static entities still need state machines?

When I read discussions about state machines vs. behavior trees, it is often in favor of using one over the other. However, this seems odd to me that you wouldn't still need a state machine to manage ...
4
votes
2answers
1k views

How to write AI bots that can autoplay a shoot 'em up game?

In a shoot 'em up game I want to have AI bots that can take up the player's slot and play the game (such as in this video). However they should come with different flavors (varying competency and ...
8
votes
2answers
268 views

Is there a design flaw when an entity's state doesn't fully utilize enter(), execute() and exit()?

I'm following Mat Buckland's Programming Game AI by Example, and I find that I don't always have use for enter(), execute() and exit() on an entity's state. For example, in an RPG, a weapon may have ...
8
votes
6answers
3k views

Are there any games that contain a machine learning AI? [closed]

Can anybody here give a reference to commercial AAA games that implement a machine learning AI?
61
votes
9answers
5k views

How does one prevent homing missiles from orbiting their targets?

I am developing a 2D space game with no friction, and I am finding it very easy to make a homing missile orbit its target. I am curious about anti-orbiting strategies. A simple example is a homing ...
4
votes
2answers
473 views

Enemy mathematical behavior

I'm really trying to up my game in game mathematics and now I'm working on enemy movement and a bit of AI. I have an enemy with two modes attack and avoid, based on an integer avoid variable that's ...
3
votes
2answers
477 views

Visual Design for AI

i'm developing an editor for a game... and tonight i have been thinking about implement a visual ai designer... this is how i think it should be: What kind of visual components are used in ...
3
votes
4answers
537 views

How to prevent fleeing monster from backing himself into a dead end?

I've been building a rogue-like for more than a year now, and so far I've only ever implemented very simple monster behaviour - such as moving toward the player when he's in the line of sight, and ...
91
votes
9answers
5k views

What makes a computer opponent feel alive?

Are there any recommended blogs or whitepapers that talk about making the AI in an RPG game feel more real? (Specifically in turn based combat.) I know something must be out there, but I am only ...
6
votes
2answers
408 views

Techniques for bot movement in (first person) shooter games

I was wondering what kind of technologies were used in FPS games to move bots around the level. I know the pathfinding is done using waypoints or navigation meshes but how do the bots actually rotate ...
0
votes
1answer
651 views

Heuristic Calculation for pathfinder

I've been modifying a pathfinding example from XNA Pathfinding example as described in my previous question Link to question here I had an issue where the character moved kept moving back and forth ...
2
votes
2answers
233 views

Connecting an AI Agent to a Flash Game

Overview The game is a multiplayer simple real time strategy housed in a Flash application. Players run the Flash client, and are connected to a server written in another language (the language is ...
3
votes
3answers
559 views

3D Side-Scrolling Shooter: to use or not to use Lua scripting?

I'm programming a Side-Scroller, and I've reached the point where I need to program the enemy behaviour. I don't know what I should choose between hard-coding the enemy ships' behaviour or using a ...
2
votes
2answers
450 views

Pathfinder not acting correctly

I've taken the A* Algorithm from this example XNA Pathfinder Example so that it will be able to plot a path for a moving goal. The issue I'm having is that it will go in the right general direction ...
6
votes
2answers
1k views

Did Street Fighter II Employ Machine Learning?

As a kid hanging out in my local arcade, me and my friends used to swear up and down that our computerized sf2 opponents would learn our strategies. I wonder if anyone here might know whether that ...
11
votes
2answers
815 views

How to create a reasonable AI?

I'm creating a logic game based on Fox and Hounds game. The player plays the fox and AI plays the hounds. (as far as I can see) I managed to make the AI perfect, so it never loses. Leaving it as such ...
3
votes
2answers
1k views

Obstacle Avoidance or Wall Avoidance for Tiles ?

I have a enemy in my game that is supposed to chase the player around the world and I thought it be a good idea for the enemy not to pass through the walls like a ghost, the levels are tile based, ...
13
votes
3answers
9k 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
696 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
553 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 ...
25
votes
6answers
3k 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
917 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
944 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
532 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
2k 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 ...
20
votes
6answers
3k 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
606 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
713 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 ...
5
votes
2answers
513 views

What knowledge would I need to make a good simulation game [closed]

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
515 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. ...
42
votes
5answers
2k 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 ...
16
votes
4answers
618 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
917 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
2k 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
1k 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
1k 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 ...
1
vote
0answers
206 views

Does anybody know any Twitch FPS games that allow you to extensively customize individual bot profiles (OpenArena is one example) [closed]

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 ...