# Tagged Questions

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

1k 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 ...
33 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 ...
47 views

### Which Algorithm can be used to implement AI in a 2D soccer/football game? [closed]

Could you suggest me an Artificial Intelligence Algorithm that I can implement in a 2D (Top View) football/soccer Video Game please. Video of Game Play & Game Mechanics of the 2D game : ...
101 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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### 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 ...
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### 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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### 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 ...
102 views

### What kind of AI for a complex board game [Summoner Wars]

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 ...
142 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 ...
101 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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### 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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### 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 ...
165 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 ...
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### What AI algorithm to use to find hidden shapes in a Battleships-like game

I'm developing a game similar to Battleships, only using different shapes. A single type of shape will be used within a game session, by both the human player and AI. There will be several objects ...
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### Displaying range around a unit [duplicate]

I'm looking to highlight a set of square tiles around a unit to signify its movable range. The concept should be quite familiar to those who have experienced the Fire Emblem series of game. I have ...
65 views

### 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. ...
172 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 ...
109 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: ...
588 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 ...
77 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 ...
110 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 ...
127 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 ...
194 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 ...
177 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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### 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 ...
140 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; ...
195 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 ...
132 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 ...
135 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, ...
205 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 ...
85 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 ...
123 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 ...
144 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 ...
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 ...
81 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 ...
272 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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### 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
149 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 ...
124 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 ...
55 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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### 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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### 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 ...
127 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 ...
180 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: ...
364 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 ...
209 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 ...
114 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 ...
204 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 ...