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

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60 views

How to implement a Behavior Tree (preferably in Unity 3D)

I have a state machine I want to implement as a behavior tree. I now have an understanding of how they work but I can't seem to find a full implementation of one. I have implemented a simple one using ...
0
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1answer
45 views

How to search for a visible player?

I've an enemy static tank with a "rotable" cannon turret. I would like to rotate it in the player's direction . How to implement it ? I've thought something like void Update { SearchForPlayer(); ...
1
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1answer
8k views

Unity - Basic AI Enemy Follows Player - Prevent Flocking Of Enemies Together

I'm in the process of implementing a 2D top-down shooter game. I have a basic AI script that allows enemies to follow the player around. Currently it works fine for one enemy, but as soon as there are ...
3
votes
1answer
202 views

Need some general direction for turn-based planning AI

I'm planning to make a turn-based fleet battle game. While I think I can figure out most of the things I need, I have no idea about the AI handling this sort of game. I need some general direction ...
3
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1answer
201 views

Local avoidance together with any-angle types of A* Pathfinding

Recently I have been implementing the Block A* any-angle path-finding algorithm in a project I have, for which I need extremely efficient results due to the large number of NPCs. However, I still do ...
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0answers
57 views

Which algorithm should i chose for the AI of this game?

I've made a game where player have to places white or black circles on a line horizontally or vertically or diagonally. Possible path (circles can move) are marked as black line. So if player ...
0
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1answer
110 views

libgdx FollowPath proper usage

I'm developing top-down rpg game and got some problems using https://libgdx.badlogicgames.com/gdx-ai/docs/com/badlogic/gdx/ai/steer/behaviors/FollowPath.html I have a path (picture 1), in this case 2 ...
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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 ...
2
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1answer
445 views

NegaScout with Zobrist Transposition Tables in Chess

I'm trying to put Transposition tables into my alpha beta scout. I do see an incremental speed boost I think toward mid or late game, however, even with a table size of 1-2GB, its may or may not be ...
0
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1answer
111 views

Integer linear program solver based AI

Is Integer Linear Programming a viable solution for a turn based game AI? My current AI solution uses an ILP solver. If you are unfamiliar with ILP, it uses a collection of Booleans to find most ...
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1answer
131 views

How do I get A.I. that follows a list of movement commands to move smoothly in a tilemap based game?

This is for a school project so it's not intended to be sold/fun/or a complete game, rather just a demonstration of stuff we've learned without resorting to frameworks and stuff. My ai agents choose ...
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0answers
54 views

Basic chasing AI - deciding speed

We're working on a simple game where the player is pursued upwards by a malicious entity. I'm not sure on the best way to go about doing this, taking into account the following points: This is a 2D ...
5
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3answers
1k 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 ...
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0answers
94 views

Libgdx and gdx-ai: How to implement wander behavior?

So I follow the original gdx-ai documentation and created 2 circles to test Steering behavior. The image shows arrival behaviour but I am still quite lost about how they work. Screen class: public ...
5
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4answers
379 views

How to design a turn-based game which is easy for humans but difficult for AI?

Until recently, Go used to be of the last bastions of turn-based no information-hiding games where world-class human players could not be defeated by computers. But now this bastion has fallen, as the ...
71
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9answers
8k 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 ...
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votes
1answer
63 views

Choosing AI strategy

How would I choose to design an AI that would know the rules of the game, however not know the game world before hand? Given fx. a Sokoban game, I could teach it using Reinforcement Learning to play ...
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votes
1answer
786 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 ...
3
votes
1answer
104 views

Should enemies still attack if they cannot see the player?

This may seem like a silly question, but let me explain this further. Consider a common stealth situation where the player is hidden from the enemy AI. The AI has vision and hearing and if they ...
1
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1answer
38 views

Efficiently detect shoot direction with gravity playing a role?

How could I efficiently calculate shoot direction for enemy AI in order for it to hit the player? Things I know: player position, player velocity, gravity, bullet spawn position, bullet initial ...
0
votes
0answers
31 views

AI models with prioritised tasks

I'm searching around for models to implement a (simple) AI in a RPG game and was hoping you could give a direction (and possibly, a Java implementation if you know one). This is the thing I'm hoping ...
1
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2answers
62 views

Adversarial Search AI having problems with too many choices

I'm a game designer working with a set of coders trying to create a card game. Currently we're trying to implement a drawing mechanic in which you choose which card you draw, but the Adversarial ...
5
votes
2answers
942 views

AI multithreading [closed]

MMO game. ~5000 (fake) players should be controlled by the server. Many of them have different classes -> different behavior. They should make some random pauses while doing some actions (~500-1500 ...
1
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1answer
68 views

Online AI competition

I would like to create a framework that would allow user to compete with his AI code against other player AI online. The problem is that I don't know how should server simulate the fight online. If ...
6
votes
2answers
946 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 ...
2
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1answer
174 views

Behaviour Trees with irregular updates

I'm interested in behaviour trees that aren't iterated every game tick, but every so often. (Edit: the tree could specify how many frames within the main game loop to wait before running its tick ...
18
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3answers
6k views

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

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 ...
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0answers
124 views

ECS: AI components and systems

I'm trying to find the best design pattern for my AI code using an ECS. Right now the entities that act as CPU-controlled have components like: WeaponComponent ChargeComponent MovementComponent ...
1
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0answers
35 views

Examples about how to tie AI actions to animations?

I wrote a simple test AI for a character; and all that it should do is to be idle while a parameter is below threshold; otherwise it should perform actions based on other parameters. So for example ...
3
votes
2answers
225 views

How to compare different states of my game? (rpg)

I'm working on a rpg, the battle system. I want to compare different scenario with each other. For example, what if I play move A then move B ? or two times move A ? or ...? I'm using a ...
5
votes
3answers
367 views

Optimize algorithm: finding all possible moves for a turn based game

I am working on the ai for a turn based game. To illustrate my problem this are the simplified rules of the game: The game takes place on a tiled map with obstacles (black quads) like this: The ...
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0answers
161 views

Tip on turn based game AI

I'm quite new in video game AI, and I'm trying to design an AI for a turn based game. The rules are simple: The battle field is represented by an NxM board. The game is between two team, each team ...
9
votes
2answers
720 views

A* pathfinding for dynamic obstacles and player made blockages?

Hi I'm creating a TD in Unity 5 and need some help with my Pathfinding. I'm going to use Arons A* pathfinding for my AI which enables me to use dynamic objects and update the path during run-time. ...
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2answers
210 views

Random AI Movement

So I'm creating a zombie game where the zombies are passive and just walk randomly all over the area when player is not near. My question is: how would I make zombies move randomly? I code in C#. ...
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1answer
76 views

How do I structure AI that uses both Behavior Trees and Pathfinding?

Architecturally, what are the best practices for how these two concepts interact with each other? For instance, say I have an asteroids like game where the AI player must dodge floating asteroids ...
0
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0answers
72 views

Monte Carlo Tree Search (MCTS) for General Game Playing (GGP)

I am trying to implement a MCTS with UCB (upper confidence bounds) to balance the relation between exploitation and exploration. A lot of General Game Playing (GGP) agents have implemented this and ...
4
votes
1answer
549 views

When to use a blend tree vs state machine for animation

Im an experienced game dev hobbiest making my first game with 3d animated characters (in Unity) and am struggling to figure out when to use blend trees vs animation state machines. I understand both ...
3
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1answer
129 views

Effective AI for 3D Motion

I am developing a game in XNA and am trying to create an effective AI for the enemy and friendly spaceships but am having a hard time keeping the game effective without disadvantaging one side or the ...
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3answers
4k views

How do I write a “Connect Four” AI?

I've made a Connect Four game. The first move is made by the player and the second by the computer. Currently, the computer moves randomly; its moves are generated by C++'s random number generator ...
60
votes
2answers
13k views

What is unit slotting?

I was watching the "Devs Play" S01E05 where JP LeBreton sat down with John Romero and played through Doom, while Romero would explain some of the game/level design choices they made. There are loads ...
1
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1answer
82 views

Is reinforcement learning overkill for a vehicle steering bot?

I'm slightly familiar with the reinforcement learning (through this edx.org MOOC). Also I'm aware of reactive planning technique. I want to write a vehicle bot for a racing game, where cars have to ...
0
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1answer
52 views

FSM AI design with no accept states

I'm new to game development and design, I've been looking forward to doing FSM AI design as it seems interesting to me, but I have a question that I see no answer for in the internet. I've seen FSM ...
4
votes
0answers
115 views

AI using character controller makes unwanted change to it's y position

The enemy parent object does not have any colliders except for the character controller. It starts out with y = .57 and immediately jumps to y=1.6355 because of my call to CharacterController.Move(.) ...
2
votes
1answer
190 views

Neural Net Controlled Car

I'm trying to make an AI car controlled by a neural net. I saw this two videos: Neural Network Demo and Q Learning and neural network in 2D car driving and I want to replicate that. I already have ...
8
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3answers
2k 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 ...
17
votes
5answers
2k 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 ...
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0answers
15 views

Why BlackBoardValue Says Invalid And False? UnrealEngine4

Think my ai do not move towards the sound because of the blackboard keys , one says invalid and another says false , i think that is the reason.... Enemy Ai should move to the location where sound is ...
2
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1answer
114 views

How to prune an AI game tree for a game like Magic?

I've got a game tree structure for my AI that I need to trim in order to gain some depth. It is a single-player game of perfect information. A good analogy would be a single-player game of Magic the ...
4
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0answers
92 views

Conceptual question regarding Belief-Desire-Intent agent

I've been researching the Belief-Desire-Intent model and the way they used it in the original Black and White Game(which is the same, but they also defined decision trees as opinions). I have a ...
2
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1answer
113 views

Given a 3d goal point and a turn rate in radius, find max speed to reach goal

I'm working on a 3d space sim with AI agents flying ships through space. I am trying to get them to follow a waypoint path nicely, which involves figuring out how fast they can be travelling and still ...