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

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Implementing a group formation behavior

I am trying to implement a group formation behavior where all the units in my group follow a leader and maintain their position throughout. So far I am able to move them, rotate and follow the leader. ...
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1answer
93 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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3answers
80 views

Steering behavior using nodes

I've started rewriting some of my code (npcs, navigation and such) and I need some help with my new navigation system. Basically the way it works is: the game generates a random dungeon. For example: ...
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3answers
556 views

Find shortest path to gather items

I have a rectangular grid with obstacles and food items on certain tiles. There are also a few storage bins. Each food item gives 10 food. How can I find the shortest path that will allow me to ...
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3answers
275 views

How to pathfind over an obstacle?

How to represent the following situation best - agent (@) needs to get to the goal($). The path is blocked by a moat(~~~). A rake (or some other device, like waterwalking boots) is available that will ...
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2answers
74 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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2answers
101 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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55 views

Super Smash Brothers 64 AI

I have been playing the original SSB for close to 15 years now, and I am still amazed by the effectiveness of the AI (though by now I have to fight at least 2 level 9's for a challenge). Some of the ...
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5answers
1k views

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

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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1answer
71 views

Combining pathfinding with global AI objectives

I'm making a turn-based strategy game using Java and LibGDX. Now I want to code the AI. I haven't written the AI code yet. I've simply designed it. The AI will have two components, one focused in ...
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1answer
161 views

How can I obtain in-game data from Warcraft 3 from an external process?

I am implementing a behavior algorithm and would like to test it with my lovely Warcraft III game to watch how it will fight against real players. The problem I'm having is that I don't know how to ...
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47 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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4answers
313 views

techniques for an AI for a highly cramped turn-based tactics game

I'm trying to write an AI for a tactics game in the vein of Final Fantasy Tactics or Vandal Hearts. I can't change the game rules in any way, only upgrade the AI. I have experience programming AI for ...
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2answers
184 views

Using Behavior Trees and Events together

I am beginning to work with behavior trees and am unsure how events should be handled within the tree. Lets say we have a space game where the player is dogfighting with a handful of other ships, some ...
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4answers
204 views

Measuring enemy “success” against player

I've been toying with an idea for a game prototype where the player must defend against waves of enemies, but between each wave the enemies "evolve" to better combat whatever tactics the player is ...
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2answers
110 views

AI shooting through walls [closed]

I made a AI shooting script for my new game but the problem is that the AI ignores the walls and shoots through walls. This is my ai script : #pragma strict public var rocketPrefab : Transform; ...
5
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1answer
172 views

AI, Pathfinding - Searching Behavior

I'm developing a top-down 2D game mostly based off a tilemap/grid. The player will be able to build structures on this grid while other objects like vehicles will move around freely. I've been working ...
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5answers
124 views

How to calculate move while avoiding deep copy

Suppose in a turn-based game, I have an object holding the current status of the game (like players, board information, positions of pawns, things like that). Now I want my AI to calculate the best ...
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4answers
81 views

Identifying groupings of objects

I have a cloud of objects, each with a 3D position, and I want to pick out tight groups of these objects. Specifically, I want to find all objects which form a grouping of radius r within a large ...
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3answers
178 views

Game AI Implementation

I'm very new to game development, but an experienced software engineer. As an introduction to game dev, I'm making a 2D zombie game in Python, using pygame. The game is almost done, but I still have ...
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3answers
80 views

Problems with Obstacle Avoidance steering behavior

I learned how to implement the Obstacle Avoidance steering behavior from this tutorial. The approach depicted in this tutorial (simplified) is this (note that I'm using rectangular OBBs for obstacles, ...
4
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3answers
155 views

Unit turning in navmesh-based pathfinding

I'm working on an RTS game, and I'm using navmeshes for unit pathfinding. I do know how to find a general path within a navmesh, but how do you determine if the unit have enough space to turn? I ...
8
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3answers
613 views

Can I jump from A to B?

I'm making some rudimentary AI for my side-scroller and I need to know whether an AI unit can reach point B from point A simply by taking a jump. Flight trajectory of my characters is a bit unusal as ...
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2answers
491 views

What technique should I use for the AI for Go?

I am currently undertaking a project where I need to program AI for Go (the Asian strategy game) and I would like to know, how do I start? I am aware of the many approaches to AI for their ...
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5answers
856 views

Preempting Behavior Trees

I'm attempting to get my head around behavior trees, so I'm spiking out some test code. One thing I'm struggling with is how to preempt a currently running node when something of higher priority comes ...
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2answers
132 views

AI and shapes in 2D Grid

I'm working on a grid- and turn-based strategy rpg. My problem is concerning finding best position for my AI to use a skill. But lets start at the beginning. My plan is to make each skill an action ...
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2answers
104 views

GA - Genetic Algorithm for Enemy

So I'm starting a project which aims to make a good AI for my game monsters. So far I have set up the GA and got some results. There's two genes, with one chromosome each. The monster either ...
4
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2answers
165 views

2D Enemy AI reacting to sound

I'm currently working on a 2D top-down survival game and I'm trying to figure out a good method for enemies to detect player sounds. For instance - if the player fires his gun it should play a sound ...
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2answers
697 views

Doing a passable 4X game AI

I am coding a rather "simple" 4X game (if a 4X game can be simple). It's indie in scope, and I am wondering if there's anyway to come up with a passable AI without having me spending months coding on ...
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1answer
181 views

Can a behavior tree represent the same logic as a finite state machine?

So I was just learning about Behaviour trees and I thought they're really cool. So I decided to use them in my games. But what I don't quite understand is: Short: Can everything done in an FSM, be ...
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6answers
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 ...
4
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1answer
720 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 ...
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1answer
71 views

Path smoothing while path following

I can't find a nice way to do path smoothing while i'm following a path. I have tried this piece of code but aparently it doesn't work as suspected. The idea of how it should work is: Edge 1 (the ...
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1answer
118 views

Chess Artificial intelligence with python and pygame [closed]

I created chess game with python and pygame. Now I'm trying to make Artificial intelligence, but what is actually best way to do it? Some tips, tricks, links? Thanks
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2answers
125 views

How can I efficiently update only the entities that matter in a given frame?

I'm making a RTS, which can potentially have lots of units in one map (think Age of Empires). I'm looking for a way to update my units. I want to avoid calling a virtual Update() method every frame ...
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1answer
104 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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3answers
532 views

What online games would let me practice AI development?

I am working on a project experimenting with Artificial Intelligence design methodologies for online world avatars. Online world here is quite open to interpretation; Second Life is just as applicable ...
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0answers
51 views

Best way to solve the game 'bricolage'

I am trying to solve the following game http://www.hacker.org/brick/ using some kind of AI. The target of this game is to finally clear the board by clicking on groups of at least 3 bricks of the same ...
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3answers
235 views

How to do a genetic algorithm's chromosome which controls movements

First I would like to inform you that I'm french and 15 so my english is not very good. I've read some articles about genetic algorithms (GA) and since I discovered the HTML5's canvas element, I can ...
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1answer
89 views

How to store and use different AI behaviours

I'm coding a space shooter on three.js (WebGL) and since the game I'm doing is rather simple, plus I want to keep controll of the structure, I'm not using a game engine. I'm using oop classes and ...
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2answers
117 views

How do I calculate legal moves in a travelling board game?

I'm making a traditional roll-the-dice-and-move style board game. Players move along the white squares on the board (see image) and may move in any available direction from a junction. Players must ...
9
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2answers
317 views

Dynamic thruster balancing of space ship

The space ships in my game a meant to be player-built with an arbitrary amount of thrusters attached anywhere with any rotation. I currently have some dirty code to rotate the ship to a given angle ...
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0answers
113 views

How to implement 2D Ai Wandering with 8 - directional movement using Perspective Images in unity 4.3?

My requirement is to move a 2D characters with perspective view images has to wander in game area by choosing dynamic path and according to that the AI character has to switch the animations based on ...
2
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1answer
149 views

Running state in Behavior Trees

What happens, in a behavior tree, when a priority node chooses another branch over a running branch? Small example: Priority 1: Fight Sequence: -Enemy near? -Fight! Priority 2: ...
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1answer
105 views

How should a hive AI distribute tasks between worker drones?

I've been studying AI design—things like behavior trees and FSMs. They make sense from the perspective of deciding a specific entity's goal and action. However, the AI in my game is very ...
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2answers
182 views

How do I make a character follow behind another?

I'm creating a game in C++ using OpenGL. I want to add a character into my game who, after meeting the main player, follows the player around. The follower should position themselves directly behind ...
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0answers
17 views

Internal FSM transition from an external Raycast's results

I'm making good progress on my shooter, I've now moved onto the AI. Currently I perform a Raycast from my base Weapon class to check for impacts, and then invoke a function on the hit object after ...
9
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4answers
1k views

How does 20Q work internally?

Ever since childhood, I've wondered how the 20Q electronic game worked. You think of an object, thing, or animal (e.g. potato or donkey). The device then asks you a series of questions such as: Is ...
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3answers
239 views

How do AI agents access information about their environment?

This might be kind of a trivial question, but I am having trouble understanding this. Would very much appreciate your help. In game development using object oriented design, I want to understand how ...
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7answers
2k views

Imperfect pong AI

So I'm starting to learn Java and some OpenGL while using the LWJGL. To start off easy, I'm writing a clone of the Atari Pong. I got set up correctly the game screen, collision detection, and all the ...