The design and/or logic of how an in-game entity makes decisions about its behavior.
-2
votes
1answer
121 views
A* Search in games [closed]
I am making car racing game. I stuck with the AI of the game. I go through with the A* search, but there is problem that I want to ask that whether we have to make a 2D array and than apply search on ...
0
votes
1answer
44 views
Getting correct direction of the Car
I am building a car racing game using the coordinate system in which I have enemies's cars and the player cars. I want to ask that what is the best way to find the the direction of enemies's cars so ...
0
votes
0answers
34 views
AI in Car game using Coordinate System
I am making car racing game. I built the game in coordinate system. I have a enemies's cars and the player car. I am stuck with the AI of the enemies's cars. I am searching for the ways in which I can ...
0
votes
1answer
136 views
Behavior Trees and Animations
I have started working on the AI for a game, but am confused how I should handle animations. I will be using a Behavior Tree for AI behavior and Cocos2D for my game engine.
Should my ...
0
votes
1answer
83 views
enemy View Range , chase player
for 3D:
Q1 : I want to make zone range for each enemy in the game , so that when the player in the view range he will be chased .
Q2 :if I want to make enemy walk a little bit around his position ...
2
votes
3answers
116 views
Artificial player evaluation
I have a problem concerning a board game I'm creating. I plan on making an artificial player for the game using MiniMax with AlphaBeta prunning, but I'm not sure how to evaluate ir the player is good ...
6
votes
2answers
191 views
make a sphere rolling on a roulette mesh stop at predetermined place
I have a roulette and a ball(sphere) placed on it. When the game begins the roulette spins. The spinning of the roulette and gravitational forces on the ball makes it roll along the 3d roulette mesh.
...
8
votes
4answers
278 views
Minimax for Bomberman
I am developing clone of Bomberman game and I am experimenting with different types of AI. First I used searching through state space with A* and now i want to try different approach with Minimax ...
0
votes
1answer
111 views
Monte Carlo Tree Search for simultaneous multiplayer game
I am developing AI for bomberman and i want to implement monte carlo tree search. I read that MTCS can be applied for simultanous multiplayer game. Problem i have is that i dont know how to implement ...
1
vote
1answer
77 views
How to predict future location of a Car in a Navigation Mesh based pathfinding system?
I am developing a car based shooting game in which the Cars have to shoot each other 3/4 times and eliminate it from the game.
I am trying to develop the AI for my cars now. The problem is how can I ...
2
votes
5answers
290 views
Making enemy boss movement better than just moving randomly
I am making a game where I have a player spaceship on left side and an enemy spaceship (boss) on the right. I need some ideas on what my enemy should do.
If I move my enemy down and up, down and up, ...
-4
votes
0answers
68 views
A simualtion task in blender (contains neural network) [closed]
I'm making a hand simulation in Blender 3d modeler. That hand will try to learn how to hold a stick vertically balanced. In Blender, I have to implement an unsupervised algorithm for this task.
My ...
0
votes
1answer
83 views
2D object move & evade obstacle
Description:
Actor{
int x,y,width,height;
float speed, angle;
}
actor is an object that move around the map
every frame, actor change position(x,y) according to it’s speed & angle
...
1
vote
2answers
105 views
Algorithm for exploring/filling grid map
I'm working on a small game that takes place on a grid map. I'd like to write an AI that is able to explore the grid map by filling as much of its available space as possible.
From any given position ...
-1
votes
0answers
107 views
AI for mass battles in Unity [closed]
I'm looking at building a game where there are many large battles controlled in an RTS like way. When I say large I'm talking 100's in the battle in multiple teams. My question is what is the best way ...
-4
votes
1answer
75 views
Adavanced AI with waypoint system [closed]
I'm just asking for an AI script. What I pretty much need it to do is to allow the enemy to patrol an area, and once the player hits its aggro bar, it will chase him/her until the player runs away; ...
6
votes
4answers
461 views
Machine Learning in AI for benefit analysis round to round in a rummy like game
For fun I am building the game 5 crowns. Well I've gotten to the point where I am implementing the rules for the computer players.
I've found that my decision tree has so many nodes on it that I ...
46
votes
8answers
2k views
How to prevent homing entities 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 entity orbit a target. I am curious about anti-orbiting strategies.
A simple example is a homing ...
2
votes
1answer
74 views
Finding moves with multiple jumps in checkers
I'm currently working on a minimax implementation for a game of checkers in C#. The minimax itself works fine if you ignore a few bugs I've yet to fix, but I'm having some problems finding a way I can ...
4
votes
2answers
248 views
AI system recommendations for a Hive mind system
Im currently starting to work on a game project where a player will be faced against an enemy which has a hive mind. I was wondering if anyone could recommend an A.I system which I could use as at the ...
6
votes
0answers
153 views
Path Finding for an Arena based map in 3D using NavMesh
I have a 3D arena map (consider a small island surrounded by water on all sides) for a multiplayer Tank fight game.
The moveable areas are marked using a Navigation Mesh made by the Arena designer.
...
9
votes
3answers
612 views
How do I make complex AI manageable? [closed]
In the past, I've used simple systems like finite state machines (FSMs) and hierarchical FSMs to control AI behavior. This pattern falls apart very quickly or any complex system.
I've heard about ...
14
votes
4answers
2k 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 ...
1
vote
1answer
149 views
A.I. dependencies based on components
I'm working on a turn based game in Unity. I need to perform field/grid analysis(2D grid) when i'm iterating trough each unit "entity". The A.I. should be able to plan ahead and therefor needs to ...
4
votes
2answers
381 views
What knowledge would I need to make a good simulation game
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 ...
1
vote
3answers
192 views
One AI object for each npc
Let's think for a moment a game where you'll have around 1k npcs, each one has to take its own decisions. Should each one has an object that decides what to do, or maybe exist one to process every ...
3
votes
2answers
123 views
Behavior Tree Iteration Rate
How is a Behavior Tree iterated in a game? For example, let's assume you have an extremely large Behavior Tree with about a hundred Actions/Conditions. If we were to run one action or condition ...
1
vote
2answers
169 views
Single or Multiple Behavior Trees?
I just finished coding a generic Behavior Tree structure for my games. My question is, when creating behaviors for enemy AI's, do I create one large behavior tree with every possible configuration as ...
2
votes
3answers
430 views
Implementing an automatic navigation mesh generation for 2d top down map?
I am currently in the middle of implementing an A* pathfinding for enemies. In order to implement the actual A* logic, I need a navigation mesh for my map.
I am working on a 2D top down rpg map. The ...
6
votes
2answers
534 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 ...
2
votes
1answer
89 views
Wander algorithm for a maze [duplicate]
I am making a multiplayer coop FPS game. I have created the first monster with it's AI. I have worked out the A* algorithm for the level based on the triangles of the walkable mesh.
So I can already ...
0
votes
0answers
477 views
Collision detection when pathfinding with pathnodes, UDK
I'm trying to create a class that allows my AIController to path find using pathnodes (NOT NavMeshes).
It's doing a swell job of going from point to point in a set order (although I would like for it ...
6
votes
1answer
172 views
Behavior Trees :: Actions That Take Longer Than One Tick
From what I understand on Behavior Trees, each Behavior should be a short goal oriented Action that could be done in a few iterations.
So for example, below is an image of a Behavior Tree:
Now let ...
10
votes
1answer
377 views
Decision Tree vs Behavior Tree
What are some differences between Decision Trees and Behavior Trees for AI Game Development? When would you use one over the other?
3
votes
2answers
269 views
AI remembering obstacles without a grid
For some research purpose I've build a small tanks game where you have 1 tank controlled by a player and one or more NPC tanks.
Now I want these NPC tanks to navigate through a field which they have ...
5
votes
1answer
217 views
How do you parameterize turn based AI?
I would like to create/find an AI algorithm/process that can be parameterized such that a change in the parameters causes a change in the AI behavior. I am specifically looking to apply this to a turn ...
3
votes
3answers
611 views
How should I manage the AI using lua scripts?
My game is in C++ and I want to make AI being managed by lua scripts, but I have no idea how should the scripts look like and the integration in C++.
Should the script be like
if ...
9
votes
3answers
2k 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
1answer
328 views
Can a rules engine produce manageable and complex AI?
I am currently in the middle of creating an AI village simulation in Java. Having implemented a simple rules engine for dialog, I am wondering if this DSL can be extended for AI. I have previously ...
1
vote
1answer
286 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, ...
1
vote
1answer
106 views
Speech recognition and AI in language learning platform [closed]
I work for a publishing company that is looking to create an online virtual environment for English Language Learners.
We are keen to create something immersive (virtual 3D world) through which the ...
1
vote
1answer
116 views
Path-finding with obstacles that can be destroyed
There are several buildings on the map with size n * n, and a lot of tiles of obstacles that can be destroyed. Suppose I put one soldier on (x,y) of the map, the soldier can reach a building by ...
1
vote
1answer
264 views
How would I make an air hockey AI?
I am making an air hockey game for Android using AndEngine and its Box2D extension.
How would I make an AI for an air hockey game? For it to work the AI would not only need to move its paddle side ...
4
votes
1answer
260 views
How to design the AI for a board game like Risk?
I am about to develop a web game that is similar to board games like Risk, and iOS games like Lux and Strategery. I am curious to know what the concept behind the AI for such games should be like.
I ...
13
votes
2answers
267 views
Territory patrol planning
I am developing a game/simulation where agents are fighting for land. I have the situation shown in the picture below:
These creatures are walking around and occupying pieces of land they step on ...
9
votes
3answers
4k 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 ...
0
votes
2answers
175 views
NPC AI articles for walking and fighting? [closed]
I'm looking to learn about NPC AI to solve a problem how an NPC should walk e.g. walking straight and then turn at a wall. Perhaps I can program it to walk along a line but then I still would not know ...
8
votes
2answers
244 views
Following a path in a smooth fashion
I am currently making a 2d tower defense game with a static, predetermined lane that the enemies follow (i.e. towers cannot block the path and path finding is not the problem I am trying to solve).
I ...
3
votes
2answers
170 views
Implementing a multilanguage AI contest platform
This is a followup to this question. To sum: I'm implementing an AI contest site, where each user may submit several AI implementations for different games. Think about Google AI Challenge
but instead ...
1
vote
1answer
56 views
Build a Cube/Prism from other varied Cubes/Prisms [closed]
I'm wondering, are there any algorithms or theories in existence (that aren't patented/proprietary/protected) that would take a series of 3d rectangular prisms (or cubes but a cube is a prism) and ...
