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

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Design a game that is good for a neural network [on hold]

So how would you design a game if you had to make the AI for the game a neural network? I'm thinking of something like a multi-player boardgame like Risk or Axis and Allies, a territory grab. Maybe ...
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0answers
59 views

Recursive backtracking sometimes missing a tile?

I have a basic recursive backtracking alghorithm for a maze. It pretty much works but ocasionally leaves some tiles in the corners untouched. This is the recursive function: void ...
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1answer
98 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 ...
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0answers
6 views

Block LOS tool texture triggered with door. Source engine, Hammer editor

I have problem with tool texture Block LOS. https://developer.valvesoftware.com/wiki/Tool_textures I want to use on doors, triggered when door is opened/closed, but I can't find right documentation. ...
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5answers
1k views

How would one approach developing an AI for a trading card game [closed]

How would one approach developing an AI for a trading card game(e.g. Magic The Gathering, YuGiOh, etc.)? I'm not sure where to even begin. How would "Easy", "Normal", and "Hard" AI difficulties ...
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0answers
100 views

Is there any popular AI game engine? [closed]

Is there any sophisticated game AI engine that can save time on AI implimentation and provides strong and clever AI? The game genre is strategy, so AI should be strong. The game in some aspects is ...
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3answers
2k 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 ...
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1answer
59 views

Using Chromosomes to Go from Input to Output in Genetic Algorithms

Lately I've developed an interest in AI and genetic algorithms. Specifically, AI that learns to do something completely on its own. For example, play a video game. I've seen AIs that start out playing ...
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2answers
66 views

Creating LOS zones on a 2D grid for chase AI

I have a 2D grid, around 20x20, stored as an array. Each grid cell can contain an opaque object or not. I also already have an algorithm to calculate LOS between any two squares via Bresenham. I want ...
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1answer
208 views

Elegantly simulating NPC movement in inactive areas

My AI is utility-driven in a similar pattern to The Sims, where all unique behavior is coded into interactable objects, and the only thing an NPC does is decide which object they wish to use, path to ...
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2answers
115 views

Implementing monte-carlo tree search in a tile based game with units

I have this simple risk-like game I would like to develop an AI for. Players move their Units on the map and a simple fight resolution is done. There is a time constraint of 100ms for each round, the ...
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0answers
7 views

Find fastest rotation left or right to face an object [duplicate]

im working on a competition where i am creating an AI for a game that the host has published and made for this event, i have two commands for turning my car and that is left and right, spinning on the ...
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2answers
145 views

Designing AI/NPC Task System

I am designing a game in Unity which has NPCs (Non-player controllers). I have worked out the path-finding but I need some help with how to implement tasks. I need the task system to be flexible and ...
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4answers
116 views

To what extent are video game bots & NPCs “artificial intelligence”? [closed]

Wikipedia says: In video games, this usually means a character controlled by the computer through artificial intelligence. ~https://en.wikipedia.org/wiki/Non-player_character In video ...
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1answer
342 views

Event Driven Behavior Tree: deterministic traversal order with parallel

I've studied several articles and listen some talks about behavior trees (mostly the resources available on AIGameDev by Alex J. Champandard). I'm particularly interested on event driven behavior ...
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2answers
197 views

A*Pathfinding lose target after spawning from script?

I have been using A*Path finding to enable object tracking. It works fine if I have both objects on the scene at the same time. However, if I were to use a script to spawn the seeking object ...
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1answer
54 views

How to build an AIManager class

I'm trying to figure out how to write a good AIManager class in Java in order to manage the AI of all the objects in my game. From another post of mine, an user has suggested to do the following: ...
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2answers
626 views

Getting a Ranged AI “In Range” to shoot

In my game, ranged units and melee units have the same behavior. Ranged units try to maintain a fixed distance r, from their targets. If they're within r + d of the target (where d is a small value) ...
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0answers
62 views

Steering problem in 2d game

I am creating a little 2D non tiled top down game. The enemy uses steering behaviour for chasing player or wandering around, but I do not think my code is working as it should be. My problem is, the ...
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2answers
296 views

Game AI. Behavior Trees struggles

I'm writing a bot for a MOBA game as final project. Game status is read directly from the screen (that's the requirement). Now I have come to the AI part. On the first steps it started as some ...
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2answers
46 views

Speed dependent arc question

I'm currenlty working on an assignment and would appreciate any sort of help on the following implementation The question follows We are tasked to implement some heuristics but one of them is ...
21
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3answers
2k views

Command Ordering Architecture of Dwarf Fortress

What is the most elegant way to implement a command ordering system for AI? for example in dwarf fortress when you mark a forested area for wood cutting, the dwarfs then would do the following ...
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2answers
521 views

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

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 ...
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4answers
1k views

Strategic AI in turnbased games?

I'm interested in how strategic AI engines work, e.g. how to evaluate where to place troops in a turnbased strategy game etc. I do get how goal based AI works, and I guess that is a good approach to ...
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1answer
75 views

Logic for enemy chasing main player

I'm making AI to tell a minion to chase and attack the player. I played Magicka, and the minion follows the player in a nice curved manner (left image), rather than what I currently have (right ...
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1answer
71 views

How to remove the jitter from my pong AI movement?

I am developing Pong using Monogame / XNA and my AI paddle is really jittery when the ball is moving more horizontally than vertically. My AI is very simple and works as follows: If the ball's ...
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1answer
168 views

AI to help player by suggesting upgrades

Suppose I'm creating a racing game.. I would like to implement an awareness system AI, that will suggest to the player that he can buy that booster or some other upgrade, .. etc. How should I start ...
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1answer
993 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 ...
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2answers
278 views

Implementig State-driven agents in an Entity-Component-System

A state-driven agent is an agent that performs an action based on its current state. The logic can be implemented through the use of a D-FSM that changes state depending on the Agent's "perception" ...
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2answers
426 views

Game Maker: Studio - Make objects avoid other instances of same object with A* pathfinding

I have a game where there are multiple enemies who must chase a single player. I have pathfinding set up using the GML A* pathfinding with mp_grid and a path. However, these enemies can walk on top ...
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3answers
187 views

Decoupling AI from game logic

Imagine a game with different types of characters or "actors" which can perform actions like walking and shooting. They are implemented using the state pattern to reduce the amount of coupling: each ...
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0answers
21 views

Intermediate AI for Java games [duplicate]

I want to know how to create good AI for a Java game, I'm still learning the language and I'm not an expert. I can do static AI but wanna know about writing an AI that follows the player and ...
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1answer
199 views

What sort of AI is applicable to a board game of this complexity?

I am thinking of creating an AI for the card/board game Summoner Wars (by PlaidHat Games). It's a very nice tactical game for two players, with simple rules but quite deep. I have considered min-max ...
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0answers
56 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 ...
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2answers
436 views

How can I optimise collision checks for a large number of AI units?

Let's say I got 100 Orcs in my 3D world and they all aim to kill each other. That means for every 1 Orc I have to check for collision with the 99 others. That will give me 99^2 which is about 10,000! ...
63
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9answers
6k 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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3answers
670 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 realized that the ...
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1answer
2k views

How do I tell if my enemy can see my player?

Given a player and an enemy with position, and given the direction vector of each, how can I tell if one can "see" the other? In other words, how do I test if one position with direction is in front ...
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2answers
129 views

Must all AI states be able to react to any event?

FSMs implemented with the State design pattern are a common way to design AI agents. I am familiar with the State design pattern and know how to implement it. How is this used in games to design AI ...
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4answers
152 views

How do I make sure my tic-tac-toe AI always plays to a draw?

I'm working on a little project. The aim is to play Tic-Tac-Toe against an AI, but I require that the game always results in a draw against the AI opponent. How can I implement the AI to ensure that?
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3answers
852 views

Creating a game with in game programmable AI [closed]

I am looking to make a game where the player can access an in game terminal and then use this terminal to write AI logic in a programming language such as C++ or C#, then they can compile the code and ...
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1answer
149 views

Static evaluation function for Checkers using Minimax

I have correctly implemented Minimax for my checkers AI till depth of 3 ( well at least that is what I think ). However I am confused on evaluating my game boards at depth 3 with heuristics. Currently ...
3
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2answers
167 views

Find a position within one radius, but outside other radii

I have an Object A which will attempt to stay within a certain distance of another Object B. I would like Object A to also try to stay outside a certain distance of one or more other Objects R. The ...
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1answer
318 views

Finding next AI move using MinMax algorithm for Checkers [duplicate]

I am currently working on a Checkers game using Unity ( human vs computer ) I am done with the base architecture of the game ie defining the rules, moves, jumps etc. I am currently stuck in ...
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2answers
84 views

Adding gravity to arrival steering behavior

I trying to write an autopilot for the classic Lunar Lander or its clones. According to this paper, the arrival behavior is exactly what I need for a soft landing. In this example, it accelerates at ...
3
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2answers
351 views

Why should I use a list of enemies instead of an array of enemies?

I have been making 2d shooter similar to galaga using xna in C#, where the enemies (2 types) are all in rows above the player's ships, and are supposed to randomly launch attacks. I had previously ...
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1answer
179 views

Swarm Algorithms [closed]

I have been asked to deliver a presentation for my university course on ant, bee and particle swarm algorithms. Therefore I am attempting to learn more about swarm algorithms and their uses within ...
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2answers
211 views

Handling player and AI in a component based structure dynamically?

I'm trying to find a way to allow both input and AI to call actions of an actor in a component based structure for a 2d turn based game. The actions make use of the components. To keep the system ...
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7answers
2k views

How do I make A* agents avoid other agents?

I'm implementing a multi agent A* algorithm on a tile map. Agents move only in the X and Y axes. I avoid collisions between them by checking where the others are when calculating paths. It works fine ...
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2answers
242 views

How can I combine chasing and obstacle-avoidance in a steering-based AI?

I'm developing a top-down game in XNA with enemies that wander until they are within range of a player, at which point they begin chasing the player. This works, but I also want them to avoid ...