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

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37 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 ...
3
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1answer
157 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
27 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
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2answers
213 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 ...
0
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1answer
59 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 ...
5
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3answers
257 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 ...
2
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1answer
350 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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107 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
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2answers
700 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
151 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
68 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 ...
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43 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
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1answer
186 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
123 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 ...
1
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3answers
3k 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 ...
59
votes
2answers
3k 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 ...
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1answer
62 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 ...
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1answer
48 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 ...
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0answers
77 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
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1answer
165 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 ...
6
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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
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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
101 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 ...
2
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0answers
71 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
82 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 ...
5
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2answers
6k views

How to calculate shot angle and velocity to hit a moving target?

I am developing a 2D Android game and I am making an aiming algorithm for AI projectiles to hit enemies either following a path, or free moving. At the moment it just calculates where the target will ...
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2answers
75 views

Calculating the vector to catch a falling object

I have two objects in a three dimensional world. One is a ballistic projectile: that is, it is free-falling with some known gravitational acceleration. The other is a catcher that travels with ...
3
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1answer
111 views

Collaborative Diffusion vs. A* for loose armies combat: any clear winner?

Collaborative Diffusion (CD) takes a lot of the work that A* does and combines (writes) it cheaply for multiple agents to read cheaply. This is because the majority of CD's processing works via a ...
3
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1answer
263 views

Steering behaviours: collision avoidance with rectangles

I'm trying to implement collision avoidance steering behaviour using rectangles. Most of the tutorials I've found are with circles, and there's a substantial difference. For example, I've been reading ...
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0answers
93 views

spaceship movement ai in 3d space

how to control spaceship. let it movement like spaceship movement in 3D space. All the steering behavior on the internet is 2D. And when agent seek or arrive to point behind, it's direction turn back ...
3
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1answer
155 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 ...
5
votes
1answer
257 views

Neural Network ai evolution?

I've created a small simulation game and I have a basic neural network in place, each "creature" in my game has random weights on it's nodes and they all behave differently. Their goal is to stay ...
5
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1answer
216 views

AI pathfinding in mostly-free space

I'm working in an action/strategy proyect. Consider it a RTS game. The game is in 2D (with LibGDX), and I have a lot of soldiers moving along. Now I have to implement the AI. Let me say some things ...
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2answers
129 views

Fixing enemy behavior state machine in Unity

I'm working on a state machine for my game's NPC. The only thing I can't to get work properly is the hit sequence. The hits register. What I would like to happen is for the attack sequence ...
1
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0answers
148 views

How to target moving object in 2D game

I am working on targeting system for 2D game. Two objects move in space. Each one have Position and Velocity vector. Ship object shoots moving objects in space. Ship can shoot in any direction, but ...
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0answers
71 views

What is the best way to implement AI Player on Quiz Game? [closed]

I need to implement a AI Player on a Quiz Game. The quiz is based on Jeopardy! TV show. I was thinking about what is the best manner of create a simple but usable AI algorithm to play with machine. ...
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1answer
133 views

Improve (adding randomness) minmax algorithm for Connect Four

I have implemented the minmax algorithm for the Connect Four game. It works well (almost...), but if the player does the same moves, the computer will do the same moves as well, for each match. There ...
0
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1answer
55 views

Collision Detection in Wander behaviour

briefly, this is the overall look and feel of my game: I have a player and I have an enemy in my map. i tried to learn collision from SaladRaider Youtube channel. collision using chasing method works ...
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0answers
57 views

Faulty AI for Connect Four game

I'm trying to implement the mixmax algorithm (without alpha-beta pruning yet) for the AI for the Connect Four game. I know that there are a lot of papers with the best rules to handle this kind of ...
4
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1answer
2k views

UDK game Prisoners/Guards

For school I need to make a little game with UDK, the concept of the game is: The player is the headguard, he will have some other guard (bots) who will follow him. Between the other guards and the ...
0
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1answer
70 views

How to configure A* for large 2D Grid based pathfinding, where paths could be long or short?

I thought A* was Optimal, meaning I'd always get the quickest path. I have written a generic Pathfinding implementation here: ...
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2answers
288 views

2D motion synthesis for a human character

I want to make the player controlled character of my two dimensional sidescroller responsive to environmental forces, while still being controllable. I read about the commercial software product ...
0
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0answers
56 views

Goal keeper AI with animation

I'm working on football simulation game. I am trying to implement Goal keeper AI. I did calculated ball trajectory and intersect point. I wanted to Goal keeper to dive to the interaction point and ...
14
votes
2answers
655 views

Good way to handle offscreen AI?

For example sake: Let's say there are 10 rooms in the world. And let's say the world is inhabited by 10 entities. And each entity has it's own "daily routine" where it performs certain actions in ...
5
votes
1answer
444 views

How does an AI determine the bearing to follow within a nav mesh?

I've done some reading on nav-meshes, and I understand how to generate a path of polygons to reach a goal. However, what I don't understand is how you determine the bearing to follow within each ...
3
votes
1answer
182 views

Wander steering behaviour in 3D

I'm trying to implement the Wander Steering Behaviour but getting strange result (see .gif). What am i doing wrong? I want to move a sphere in a random direction. I read this article Understanding ...
2
votes
2answers
196 views

Best 2d AI movement system

I'm creating a top-down rpg (no tile-based) using libgdx. Now I need to make enemies move on map with obstacles. What is the best approach to realize that? A*(I think, if enemy see player, he should ...
2
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1answer
75 views

Move an enemy towards the player in pygame

I set variables for the distance between the enemy and the player along the x-axis and y-axis. My plan is to move the enemy along the hypotenuse formed by y and x-axis line at a constant speed. The ...
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3answers
242 views

AI Random Path Genenrating

I would like to make an enemy walk randomly around a map I have made and if the player is in his zone of sight the enemy to change state to attacking/following. So how would I accomplish something ...