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

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88
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9answers
4k views

What makes a computer opponent feel alive?

Are there any recommended blogs or whitepapers that talk about making the AI in an RPG game feel more real? (Specifically in turn based combat.) I know something must be out there, but I am only ...
58
votes
8answers
5k 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 ...
53
votes
5answers
11k views

How does Dwarf Fortress keep track of so many entities without losing performance?

In Dwarf Fortress you can have hundreds of Dwarves, animals, goblins, etc in game at any one time, each with their own complex AI and pathfinding routines. My question is how does this not produce ...
44
votes
10answers
9k views

New to creating AI - where to start? [closed]

I am new to game programming and am trying to make a basic 2d top-down space game with 2 space ships that fight each other. I am doing well with the user controlled space ship, but have no idea how ...
42
votes
5answers
2k views

Looking for a good technique for character movement in hack&slash game

I'm making hack&slash game and I want my characters move like for example in Torchlight, Diablo, etc. Currently I generate set of nodes for all walkable areas of a floor. When I click somewhere ...
34
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1answer
4k views

Decision Tree vs Behavior Tree

What are some differences between Decision Trees and Behavior Trees for AI Game Development? When would you use one over the other?
28
votes
7answers
10k views

How does pathfinding in RTS games work?

[crossposted from stackoverflow] In a game such as Warcraft 3 or Age of Empires, the ways that an AI opponent can move about the map seem almost limitless. The maps are huge and the position of other ...
24
votes
6answers
3k views

Who does the AI calculations in an MMO?

I am building an MMO and want to add NPCs. The thing is I don't know the basic design. What does the calculations, the clients or the server? I would understand the server calculating events and ...
23
votes
8answers
1k views

Is there a simple way to stop enemies standing in the same spot?

So: top-down game, my enemies chase the player, when they get within a certain distance they stand still and fire. If they're all coming from the same direction they all end up standing in the same ...
23
votes
6answers
988 views

Spell casting - How to optimize damage per second

Imagine we have a wizard that knows a few spells. Each spell has 3 attributes: Damage, cool down time, and a cast time. Pretty standard RPG stuff. Cooldown time: the amount of time (t) it takes ...
20
votes
5answers
2k views

Target Tracking: When to accelerate and decelerate a rotating turret?

Say I have a moving circular target defined as: Vector2 position; Vector2 velocity; float radius; And a rotating turret (mounted on a moving vehicle of some kind) defined as: Vector2 position; ...
20
votes
10answers
4k views

Available AI middleware

A useful list of AI middleware. Please provide URL, free/open-source or licenced, and brief description of abilites. Format: *Package* (License) Link Pros Cons
20
votes
6answers
3k views

Collision 100% avoidance implementation

I'm an absolute beginner with game development and all I know about collision avoidance/resolution, I learnt it on or through this site in the past week... so don't hesitate to correct me if what I'm ...
18
votes
1answer
8k views

Behaviour tree code example?

http://altdevblogaday.org/2011/02/24/introduction-to-behavior-trees/ Obviously the most interesting article I found on this website. What do you think about it ? It lacks some code example, don't ...
18
votes
4answers
3k views

How to implement behavior in a component-based game architecture?

I am starting to implement player and enemy AI in a game, but I am confused about how to best implement this in a component-based game architecture. Say I have a following player character that can ...
17
votes
8answers
1k views

How to demo Advanced Game AI as a portfolio piece?

Basically every Game company wants to see a portfolio that exhibits your skill set. If you're specializing in AI though, what and how should you show off your skills. Some thoughts Is nice ...
17
votes
3answers
536 views

How can I maintain a rectangular formation when units are added or removed?

I've got bots in a rectangular formation with rows and columns. A problem arises when a bot is added or removed from the formation. When this happens, the bots have to rearrange themselves so that the ...
16
votes
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 ...
16
votes
4answers
606 views

What behaviors should go into making a “non-perfect” AI combatant?

When making an npc combatant, it's easy obvious what to do to get a robot deathmachine by optimizing combat tactics, timing and attack types, but harder (and more interesting in a fight) to get an ...
16
votes
6answers
743 views

Making the AI take different paths to each other

I have a top down 2d game where the AI spawn at the edges of the map and run towards the center. I'm using A* and a node mesh to do the pathfinding. Right now, the AI spawn at a point on the edge of ...
16
votes
3answers
1k views

How is AI most commonly implemented in popular games?

I'm no gamedev, I'm just a curious coder of not-games. I wonder, how does AI work in popular modern games, say, FPSs? Is it based on hard-coded rules? How much does it have in common with other kinds ...
16
votes
6answers
1k views

AI control for a ship with physics model

I am looking for ideas how to implement following in 2D space. Unfortunately I don't know much about AI/path finding/autonomous control yet. Let's say this ship can move freely but it has mass and ...
16
votes
2answers
944 views

AI: Learning vs. Strategizing

I have a theory on AI that I would like to write a "whitepaper" about. The distinction I want to explore in AI is learning vs. strategizing. My question is, where can I read other material about this ...
15
votes
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 ...
14
votes
3answers
3k views

Are square or hex grids better for pathfinding?

Is there any significant difference between using a square or hexagonal grid for the area searched by a path finding algorithm. In other words, is square or hexagonal better, and if so why.
14
votes
3answers
2k views

Useful resources for beginning AI

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 ...
14
votes
2answers
341 views

Territory patrol planning

I am developing a game/simulation where agents are fighting for land. I have the situation shown in the picture below: These creatures are walking around and occupying pieces of land they step on ...
14
votes
3answers
748 views

AI to move custom-shaped spaceships (shape affecting movement behaviour)

I'm designing a networked turn based 3D-6DOF space fleet combat strategy game which relies heavily on ship customization. Let me explain the game a bit, since you need to know a bit about it to set ...
14
votes
3answers
3k views

How to wire finite state machine into component-based architecture?

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 ...
13
votes
6answers
2k views

How to build a “traffic AI”?

A project I am working on right now features a lot of "traffic" in the sense of cars moving along roads, aircraft moving aroun an apron etc. As of now the available paths are precalculated, so nodes ...
13
votes
3answers
326 views

How can I simulate limited AI vocabulary for a word game?

I've got a small handful of competitive word games in progress, and while the preference is for (mostly asynchronous) play against other human opponents, I'd like to provide players the option of ...
13
votes
5answers
1k views

Enemy evolution in shoot-em-ups

Are there any shoot-em-ups in which the enemies actually evolve as a response to their relative success against the player? By evolve, I mean that each enemy has some genetic information encoding ...
12
votes
3answers
688 views

How do they keep track of the NPCs in Left 4 Dead?

How do they keep track of the NPC zombies in Left 4 Dead? I am talking about the NPCs that just walk into walls or wander around aimlessly. Even though the players cannot see them, they are there ...
12
votes
4answers
802 views

what can be done to improve the ultimate insane real time strategy game AI?

I had this chat with a friend of mine about whether an AI can be created or not that could beat any human without resource cheating in a real time strategy game. An AI that would play almost ...
12
votes
7answers
1k views

Is chess-like AI really inapplicable in turn-based strategy games?

Obviously, trying to apply the min-max algorithm on the complete tree of moves works only for small games (I apologize to all chess enthusiasts, by "small" I do not mean "simplistic"). For typical ...
12
votes
2answers
1k views

How to implement an intelligent enemy in a shoot-em-up?

Imagine a very simple shoot-em-up, something we all know: You're the player (green). Your movement is restricted to the X axis. Our enemy (or enemies) is at the top of the screen, his movement is ...
12
votes
2answers
6k views

Complex Game AI for Turn-based Strategy Games

I'm doing some research for a turn-based Strategy game project and looking for good resources on this topic. The game is a typical war game where countries can fight each other, deploy units and have ...
12
votes
5answers
823 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 ...
12
votes
1answer
683 views

Behavior Trees :: Actions That Take Longer Than One Tick

From what I understand on Behavior Trees, each Behavior should be a short goal oriented Action that could be done in a few iterations. So for example, below is an image of a Behavior Tree: Now let ...
12
votes
3answers
1k views

Strategic AI in turnbased games?

I'm interested in how strategic AI engines work, e.g. how to evaluate where to place troops in a turnbased strategy game etc. I do get how goal based AI works, and I guess that is a good approach to ...
12
votes
4answers
1k views

RTS Game AI Thread

I have a project to make a real-time strategy game from scratch. I am still at the early planning stage, but I have been programming a little to see the mechanics. I know how to program. I also have ...
11
votes
3answers
8k views

How to implement A.I. for checkers/draughts?

I saw this checkers game and I wondered how the A.I. was implemented. How should I implement an A.I. for checkers (draughts, dama, dame)? Are there any known algorithms? Very thnaks full to all. I ...
11
votes
3answers
2k views

Pretty open source game/rendering engine?

It might be outside the domain of open source (as there isn't much in the way of open source games that would want/need to implement all these) but is there an existing open source game or rendering ...
11
votes
2answers
796 views

How to create a reasonable AI?

I'm creating a logic game based on Fox and Hounds game. The player plays the fox and AI plays the hounds. (as far as I can see) I managed to make the AI perfect, so it never loses. Leaving it as such ...
11
votes
2answers
922 views

Algorithm to shoot at a target in a 3d game

For those of you remembering Descent Freespace it had a nice feature to help you aim at the enemy when shooting non-homing missiles or lasers: it showed a crosshair in front of the ship you chased ...
11
votes
1answer
345 views

Are there any pathfinding algorithms that would handle different movement types?

I'm developing a bot for a BattleTech board game simulator http://en.wikipedia.org/wiki/BattleTech, it is turn based. The board is divided into hexagons, each one has a different terrain type and ...
11
votes
1answer
3k views

Giving a Bomberman AI intelligent bomb placement

I'm trying to implement an AI algorithm for Bomberman. Currently I have a working but not very smart rudimentary implementation (the current AI is overzealous in placing bombs). This is the first AI ...
10
votes
3answers
2k views

Moving around/avoiding obstacles

I would like to write a "game", where you can place an obstacle (red), and then the black dot tries to avoid it, and get to the green target. I'm using a very easy way to avoid it, if the black dot is ...
10
votes
2answers
704 views

What are the benefits of using an entity ID system?

I'm currently reading the book Programming Game AI By Example. The book mentions assigning unique ID numbers to each entity in the game. Often when entity A needs to contact entity B, A gets a ...
10
votes
2answers
365 views

How could you model “scent trails” in a game?

Say you want to create a 3D game, and have either players, or mobiles, be able to tract other entity by following their scent trails. Is there any known data-structure that matches this use case? If ...