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

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8
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2answers
443 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
227 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
606 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
903 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 ...
10
votes
3answers
2k 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 ...
18
votes
4answers
3k 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 ...
9
votes
4answers
2k 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
689 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 ...
14
votes
3answers
755 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 ...
12
votes
7answers
2k 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
224 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
485 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
3k 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
3k 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.
16
votes
6answers
1k views

AI control for a ship with physics model

I am looking for ideas how to implement following in 2D space. Unfortunately I don't know much about AI/path finding/autonomous control yet. Let's say this ship can move freely but it has mass and ...
13
votes
6answers
2k views

How to build a “traffic AI”?

A project I am working on right now features a lot of "traffic" in the sense of cars moving along roads, aircraft moving aroun an apron etc. As of now the available paths are precalculated, so nodes ...
0
votes
1answer
1k views

Ruby: implementing alpha-beta pruning for tic-tac-toe

So, alpha-beta pruning seems to be the most efficient algorithm out there aside from hard coding (for tic tac toe). However, I'm having problems converting the algorithm from the C++ example given in ...
4
votes
5answers
3k views

How to implement zombie AI?

We need to make a zombie videogame for a semester project and I was wondering about what are considered nice algorithms/techniques for implementing zombie AI that don't take too long to implement. ...
2
votes
0answers
2k views

Good open source / free C/C++ engines/libraries [closed]

Since building a game is not about 2D anymore, I just want to build a list of the (not necessarily best, but good enough) open source software available to make games. I prefer to put emphasis on ...
9
votes
2answers
4k views

Enemy movement in straight line to player in chase game

I'm creating a game where the enemies spawn randomly on a map then move towards the player every frame at a random speed. The map has no obstacles so the enemies should always move in a straight line. ...
5
votes
1answer
3k views

State Machines: State Object versus sequential check: what are the pro/cons?

I dont know much about finite state machine in AI or other game behaviors in game, except this quick tutorial with a Miner: http://www.ai-junkie.com/architecture/state_driven/tut_state1.html which is ...
3
votes
1answer
2k views

How Can I Improve This Card-Game AI?

Let me get this out there before anything else: this is a learning exercise for me. I am not a game developer by trade or hobby (at least, not seriously) and am purely delving into some AI- and ...
8
votes
3answers
2k views

Help with Strategy-game AI

I am developing a strategy-game AI (think: Final Fantasy Tactics), and I am having trouble coming up for the design of the AI. My main problem is determining which is the optimal thing for it to do. ...
2
votes
2answers
547 views

Card Game Suggestion

I'm developing a gameboard for a 4 players cardgame well know in my region ( like a Bridge with 8 cards). I create a cardcontrol class, all the deck methods and all the logics for value card and ...
9
votes
2answers
1k views

How should I implement units' enemy “awareness”?

I'm using Unity3d to develop a RTS/TD hybrid prototype game. What is the best approach for "awareness" between units and their enemies? Is it sane to have every unit check the distance to every enemy ...
2
votes
1answer
385 views

What tools are available for creating 3D collision and pathfinding data?

What is the process of creating geometry data to assist on NPCs movements and such on a 3D world to avoiding having them from going through the ground, etc? Are there specific modelling programs that ...
3
votes
1answer
147 views

Chess engine on which to apply a custom-made OpenGL skin

Is there any opensource chess engine that I can use to practice my OpenGL skillset? I think it would be a neat exercise.
1
vote
3answers
564 views

Is there an approach in creating an AI Framework?

I am creating a board game using Actionscript 3.0. I've finished it to the point of the game playable with (computer players making random decision). I'm now working to create an AI framework/module ( ...
8
votes
2answers
2k views

Creating A Board Game AI

I want to code a board game that name is Okey and mostly popular in Turkey. http://en.wikipedia.org/wiki/Okey But i have got some problems about AI. Firslty let me explain the game.. The game is ...
14
votes
3answers
2k views

Useful resources for beginning AI

What resources are available, including both free articles/ebooks and physical books and things, for game developers looking to begin simple AI programming/design? Note: I know of this question, but ...
5
votes
2answers
538 views

Webworkers HTML5 for game AI?

So I am designing a game like scrabble in which a user has to make words using the letters on the screen. When the there is no possible combination of word that can be made with the letter the game is ...
5
votes
2answers
473 views

How do I apply A* to a complex and dynamic 3D environment?

So I've looked a bit at Breadth-First and Depth-First search algorithms and I think I've got a pretty good idea of how they work. Now I am here : http://www.policyalmanac.org/games/aStarTutorial.htm ...
23
votes
6answers
993 views

Spell casting - How to optimize damage per second

Imagine we have a wizard that knows a few spells. Each spell has 3 attributes: Damage, cool down time, and a cast time. Pretty standard RPG stuff. Cooldown time: the amount of time (t) it takes ...
6
votes
1answer
890 views

What AI modding is possible in Civ 5?

I'm interested in tinkering with the AI in Civ 5. I know there are XML files that can adjust the AI's strategies, but are there other easily moddable AI components? The XML files contain comments ...
28
votes
7answers
10k views

How does pathfinding in RTS games work?

[crossposted from stackoverflow] In a game such as Warcraft 3 or Age of Empires, the ways that an AI opponent can move about the map seem almost limitless. The maps are huge and the position of other ...
7
votes
2answers
1k views

Predicting enemy position in order to have an object lead its target

In my 2D game I have AI turrets that should assist the player by automatically firing towards enemies. I would like to make them fire intelligently and lead their target instead of just targeting an ...
2
votes
2answers
153 views

Are there any good tools or suites out there that help with building AI/Robots for browser based games?

I've found some HTML/Canvas/Javascript browser based games that I don't particularly enjoy playing, but which I think would be fun to write robots for. Are there any tools out there which help remove ...
4
votes
1answer
413 views

Taking Physics into account for AI Planning

What I've seen in most Game Engines and game engine design is that the Physics Engine is the be all end all system. Basically, AI for example may want to travel to some position, but it simply ...
8
votes
4answers
456 views

What's the best practice to have NPC enemies taking cover in an FPS game?

My question is about the data structure (and logical way to use this structure) behind this type of comportment of NPC enemy : How does he computes the place where he can take cover when the player is ...
10
votes
4answers
816 views

How do I make NPC pathfinding look believable?

Is there an "academic" way to have NPC walking randomly on a map, but having a believable comportment ? The obvious scenario is a armed guard who is walking around a basement to secure it. It's quite ...
10
votes
2answers
1k views

Do higher-level 'Pure AI' concepts (such as Neural-Nets or Genetic Algos) ever get implemented successfully in commercial games?

Although graphics is my main area of focus, I've been dabbling with Game AI concepts for quite some time now; from simple A* path-finding to intricate Perceptrons.. My question is this; Does anyone ...
14
votes
3answers
3k views

Are square or hex grids better for pathfinding?

Is there any significant difference between using a square or hexagonal grid for the area searched by a path finding algorithm. In other words, is square or hexagonal better, and if so why.
2
votes
1answer
229 views

Is there an easy way to create an AI opponent for the Othello game?

Is there a well known AI technique to create an opponent in the game Othello (aka Reversi)?
12
votes
4answers
813 views

what can be done to improve the ultimate insane real time strategy game AI?

I had this chat with a friend of mine about whether an AI can be created or not that could beat any human without resource cheating in a real time strategy game. An AI that would play almost ...
3
votes
1answer
907 views

Autodesk Kynapse and Havok AI comparison

Kynapse Autodesk® Kynapse® game middleware is a leading artificial intelligence (AI) solution for game development and the creation of real-time simulations for nonplayer characters (NPCs). ...
2
votes
5answers
611 views

Behavioral AI from a game engine for character conversation modelling(with examples from Assassin's Creed II)

I want to use the behavioral AI from a game engine for character conversation modelling. Most game engines provide very good graphics pipeline like here , but I want to use the AI part like shown in ...
7
votes
4answers
610 views

How do I make a vehicle move to a point and stop without overshooting or oscillating?

Ok so consider we have a vehicle like the one I described in my answer to this question, with a 2D position, velocity, angular velocity, and drag/friction. It can accelerate and break by a variable ...
11
votes
3answers
2k views

Pretty open source game/rendering engine?

It might be outside the domain of open source (as there isn't much in the way of open source games that would want/need to implement all these) but is there an existing open source game or rendering ...
13
votes
5answers
1k views

Enemy evolution in shoot-em-ups

Are there any shoot-em-ups in which the enemies actually evolve as a response to their relative success against the player? By evolve, I mean that each enemy has some genetic information encoding ...