The design and/or logic of how an in-game entity makes decisions about its behavior.
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1answer
76 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 ...
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1answer
270 views
Programming an Artificial Bot in Open Arena
Does anyone know source example source codes and tutorials to start writing an intelligent bot for Open Arena?
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1answer
152 views
Help with fleet combat strategy game AI
can you tell me how to implement a game AI like the sea battle Ai in NAPOLEON:total war.
I want to finish a small game,which the ship can occupy the island to produce more ships and my fleet can ...
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.
...
2
votes
0answers
189 views
Does anybody know any Twitch FPS games that allow you to extensively customize individual bot profiles (OpenArena is one example)
Specifically I would like to mess with the idea of giving each bot a specific "personality" so to speak. Open Arena provides this functionality, and I'm assuming that Warsow/Nexiuz (Xonotic?) may ...
1
vote
0answers
113 views
How can I use iteration to lead targets?
In my 2D game, I have stationary AI turrets firing constant speed bullets at moving targets.
So far I have used a quadratic solver technique to calculate where the turret should aim in advance of the ...
1
vote
0answers
223 views
Developing an AI opponent for Monopoly
i want to develop an AI opponent for the Board Game Monopoly. I want to implement the whole Game with Prolog (XPCE).
The probability for a field on the Board being hit, can be computed with Markov ...
1
vote
0answers
256 views
Quake 3 Bot Programming Example
I would like to implement an intelligent bot for Quake-3. I downloaded the and built the code successfully under Linux. My problem is that I couldn't find any complete tutorial telling me how to build ...
1
vote
0answers
252 views
Algorithm for potential fields
Rather than computing potential fields in a grid and performing a lookup for them, I've decided to query the potential fields at a given point in 3D space by simply querying all the objects in a ...
1
vote
0answers
155 views
When attaching AI to a vehicle should I define all steps or try Line of Sight?
This problem is related to an intersection simulation I am building for university. I will try to make it as general as possible.
I am trying to assign AI to a vehicle using the JMonkeyEngine ...
0
votes
0answers
33 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
0answers
35 views
Source Engine AI assertion error during GetArrivalSequence()
I have been trying to make an npc in the Source Engine by following the SDK Docs tutorial and then using the npc_antlion.h/.cpp as a template for anything that wasn't clear. I've included my attempt ...
0
votes
0answers
476 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 ...
0
votes
0answers
105 views
Argumentation Frameworks - Games approach
Logic-based argumentation theory is an area of Artificial Intelligence that models how to rationally choose (i.e., argue about) what to believe or do when faced with conflicting information. The aim ...