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

learn more… | top users | synonyms (1)

4
votes
1answer
166 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(.) ...
1
vote
1answer
73 views

How should my creatures see the world?

This may not be the best forum for this question, but I know a lot of you have dabbled in the field of general AI for games so here it is. I'm doing the cliche population evolution of creatures in a ...
0
votes
0answers
7 views

Should the Sprites in my Boids implementation be backed by model objects?

This question is about the proper way to architect an implementation of Craig Reynolds Boids algorithm. I have an Agent object like this: struct Agent: Equatable { let identifier = ...
2
votes
1answer
178 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
votes
1answer
240 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 ...
0
votes
0answers
54 views

How to design an AI for a car racing game? [closed]

Good Morning Friends, I am New to the Unity development, I am designing a Car Racing Game, I have a Car with Player 1 which needs to be compete with the Opponent (Player 2) Which is a Computer, My ...
0
votes
0answers
40 views

Book for reading about AI for games [closed]

I've been looking into AI programming for games (mostly browsing the web) and I'm looking for a book that I can have on my desk and browse while trying things out on my computer. I'm not sure if this ...
5
votes
3answers
677 views

First Person Shooter game agent development

I would like to apply (program) the Artificial intelligence methods to create game bots for first person shooter games. Do you have any knowledge from where can I start to develop as a Linux user? Do ...
0
votes
1answer
148 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 ...
2
votes
1answer
539 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 ...
4
votes
2answers
101 views

Object outlining

I have an object whose boundaries can be define using a convex collider. I have an AI which needs to outline that structure to patrol it. The object is dynamic and composed of pieces like LEGO, each ...
1
vote
2answers
72 views

How to make Pong ai paddle?

I'm trying to make an ai so the paddles will move to position before the ball reaches it. I'm currently using RobotJS to move the mouse. I'm not sure how to extrapolate the position so that the mouse ...
0
votes
1answer
41 views

AI parameters for Tetris like game

I am building an AI to play a variation of Tetris. The rules are changed in that there are 19 different types of pieces, rotation is not allowed, and the pieces can be placed anywhere in a 10X10 grid. ...
1
vote
0answers
17 views

Transposition Table/Alpha-Beta Implementation

I got the following problem. I have implemented transposition tables, which seem to work well or at least I can not see they are not working. Additionally, I wanted to implement some move-ordering. ...
2
votes
0answers
53 views

Movement & arriving using forces

3D. Given a point mass m, inital position p0 initial velocity v0, and a desired location d, how do I apply forces (with magnitude no greater then fMax) to move m to d and stop. I know how to apply ...
8
votes
3answers
176 views

How do I calculate paths for objects with limited acceleration?

For example, say I have a car and a car has a specific minimum turning radius and I want to drive that car from point a to point b, but the car isn't facing point b. How do I compute a path to point ...
0
votes
1answer
56 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 ...
0
votes
1answer
19 views

How to ensure a condition in a behaviour tree when processing followin nodes?

Exmaple Tree (Source): As far as I understood, a sequencer iterates over the children until one failed or all are successful. If one children returns "running", the sequencer will start to process ...
0
votes
0answers
26 views

AI: Turn-Based Movement with 2 actions per Unit

I am currently building a turnbased tactics game. The Board is a small (about 4*6) tiled grid. The AI plans all moves of its units, each unit can move 2 times move and attack or attack at ...
2
votes
0answers
53 views

How can I model AI Interactions across the entire game world without computing them individually?

I'm making a 2D top-down tile-based game in C++ using SDL2. The game uses a very large world map (think Dwarf Fortress). My world terrain is generated using a noise function, another function is ...
-3
votes
2answers
272 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#. ...
1
vote
1answer
128 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 ...
2
votes
3answers
1k 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 ...
0
votes
2answers
74 views

Unity3D - Smooth rotation for seek steering behavior

I am trying to implement Reynolds' seek steering behaviour, but I am having problems on the rotation part. This is what I have: void FixedUpdate() { // get position of current waypoint ...
15
votes
3answers
3k views

Useful resources for beginning AI [closed]

What resources are available, including both free articles/ebooks and physical books and things, for game developers looking to begin simple AI programming/design? Note: I know of this question, but ...
-1
votes
1answer
689 views

Where would I find C# flocking tutorials? [closed]

Been looking for a while now and finding it difficult to find a good tutorial... Where would I find a good tutorial on how to implement flocking in a C# XNA game? Something easy to understand .. for ...
0
votes
1answer
59 views

Reynold's Steering Behaviors

So I read Reynold's 1999 paper, [Steering Behaviors For Autonomous Characters][1], and I presume something went over my head, because it doesn't seem to make any sense to me. steering_force = ...
3
votes
1answer
156 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
votes
1answer
57 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
vote
1answer
9k 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
270 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 ...
4
votes
2answers
2k 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 ...
3
votes
1answer
147 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 ...
0
votes
0answers
55 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
votes
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 ...
1
vote
0answers
139 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
votes
4answers
518 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 ...
72
votes
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 ...
-1
votes
1answer
78 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 ...
-3
votes
1answer
811 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 4,...
3
votes
1answer
105 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
vote
1answer
43 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
vote
2answers
78 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
954 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 ms)...
1
vote
1answer
80 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
952 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
votes
1answer
177 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
votes
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 ...
1
vote
0answers
36 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 ...