0
votes
1answer
80 views

2D object move & evade obstacle

Description: Actor{ int x,y,width,height; float speed, angle; } actor is an object that move around the map every frame, actor change position(x,y) according to it’s speed & angle ...
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. ...
5
votes
1answer
210 views

How do you parameterize turn based AI?

I would like to create/find an AI algorithm/process that can be parameterized such that a change in the parameters causes a change in the AI behavior. I am specifically looking to apply this to a turn ...
1
vote
1answer
54 views

Build a Cube/Prism from other varied Cubes/Prisms [closed]

I'm wondering, are there any algorithms or theories in existence (that aren't patented/proprietary/protected) that would take a series of 3d rectangular prisms (or cubes but a cube is a prism) and ...
0
votes
2answers
172 views

NPC AI articles for walking and fighting? [closed]

I'm looking to learn about NPC AI to solve a problem how an NPC should walk e.g. walking straight and then turn at a wall. Perhaps I can program it to walk along a line but then I still would not know ...
2
votes
2answers
342 views

How to generate houses procedurally in a voxel world?

I am developing a mod for the game Minecraft, a block-based voxel game. As part of the mod, I want to create a procedural house generator that will be generated based on specific needs/desires, such ...
1
vote
2answers
277 views

Reversi/Othello early-game evaluation function

I've written my own Reversi player, based on the MiniMax algorithm, with Alpha-Beta pruning, but in the first 10 moves my evaluation function is too slow. I need a good early-game evaluation function. ...
8
votes
1answer
200 views

Showing range on hexagonal grid

Here is the situation. I have hexagonal board,and a unit on it,with speed or move value 4.Diffrent terrain has a diffrent cost.When i click on the unit,game should show me a move range. My solution ...
3
votes
1answer
367 views

AI Game Programming : Bayesian Networks, how to make efficient?

We know that AI is one of the most important part of Game Programming. Bayesian networks is one of the core part of AI at Game Programming. Bayesian networks are graphs that compactly represent the ...
1
vote
1answer
286 views

Negamax implementation doesn't appear to work with tic-tac-toe [closed]

I've implemented Negamax as it can be found on wikipedia, which includes alpha/beta pruning. However, it seems to favor a losing move, which should be an invalid result. The game is Tic-Tac-Toe, ...
6
votes
1answer
300 views

Action-oriented AI: evasion-algorithm takes much time

Evasion, the process of evading, is the opposite of chasing. Instead of trying to decrease the distance to the target we try to maximize it. It takes much time while evading multiple objects ...
2
votes
2answers
92 views

Repetition of move in Draughts game

I am having a little problem in my draughts game. Lets say my red piece (moving through AI) has arrived at the border of black pieces and now it has become a king, lets assume it is at index 2. Now ...
5
votes
4answers
355 views

Find nearest tile of type x

I currently have an array of tiles which makes up the tilemap (stored as an int array) and I want an NPC to be able to move itself to the nearest tile of type X (ie find the nearest tree and chop it ...
-1
votes
1answer
511 views

MiniMax not working properly(for checkers game)

I am creating a checkers game but My miniMax is not functioning properly,it is always switching between two positions for its move(index 20 and 17).Here is my code: public double MiniMax(int[] ...
1
vote
1answer
1k views

How to utilize miniMax algorithm in Checkers game

I am sorry...as there are too many articles about it.But I can't simple get this. I am confused in the implementation of AI. I have generated all possible moves of computer's type pieces. Now I can't ...
5
votes
3answers
543 views

Is there a repository of game logic algorithms?

I'm writing my first 2D game, and I'm writing some tracking logic for the computer enemies. Basic follow-the-player tracking was easy, but ineffectual. Too easy to escape. So I'm trying to implement ...
4
votes
1answer
2k views

Checkers AI Algorithm

I am making an AI for my checkers game and I'm trying to make it as hard as possible. Here is the current criteria for a move on the hardest difficulty: 1: Look For A Block: This is when a piece is ...
-3
votes
1answer
366 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 ...
5
votes
2answers
435 views

How do I implement a field of vision for AI entities?

I am considering how to implement a field of vision system for my AI entities, but am not sure on the order of steps to take. The thought process that I had was to use a combination of radial distance ...
3
votes
2answers
367 views

AI algorithm for avoiding bullets in a shoot-em-up game

I am working on a shoot-up-game in XNA, it is going to be my final project in school. I was thinking of utilizing the minimax algorithm for AI agents for making tactics. However, I ralized that the ...
-1
votes
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 ...
1
vote
2answers
1k views

How does flocking algorithm work?

I read and understand the basic of flocking algorithm. Basically, we need to have 3 behaviors: 1. Cohesion 2. Separation 3. Alignment From my understanding, it's like a state machine. Every time we ...
9
votes
1answer
1k 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 ...
0
votes
1answer
555 views

MiniMax function throws null pointer exception

I'm working on a school project, I have to build a tic tac toe game with the AI based on the MiniMax algorithm. The two player mode works like it should. I followed the code example on ...
10
votes
2answers
718 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 ...
3
votes
1answer
744 views

How many moves to think ahead for chess minimax AI?

I am thinking of making a chess game, and I read up on minimax trees. How many moves should the AI think ahead so that the player doesn't have to wait a long time? If there are 25 possible moves ...
4
votes
2answers
356 views

Enemy mathematical behavior

I'm really trying to up my game in game mathematics and now I'm working on enemy movement and a bit of AI. I have an enemy with two modes attack and avoid, based on an integer avoid variable that's ...
9
votes
3answers
4k 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 ...
3
votes
2answers
469 views

How does Half Life's covering work?

Enemies in this game take cover. AFAIK HL uses some logical decisions for enemy to start searching for cover and to abandon cover, and I am able so far to find them; but how does he find a cover ...
1
vote
2answers
875 views

AI for solving a Match 3 game

Is there a known good way to have a "computer" opponent play a Match 3 game? It doesn't have to be fancy, or even considered fair. If the AI always takes the best move on the board that would be OK ...
7
votes
3answers
494 views

The best algorithm enhancing alpha-beta?

I'm studying AI. My teacher gave us source code of a chess-like game and asked us to enhance it. My exercise is to improve the alpha/beta algorithm implementing in that game. The programmer already ...
3
votes
3answers
575 views

Algorithm for making sets in a Rummikub game

I'm developing an Okey game (a Turkish version of Rummikub/Rummy). In it, each players has a bunch of tiles. Tiles have a colour and a number, like playing cards. Now, the player needs to make sets of ...
13
votes
2answers
569 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 ...
0
votes
1answer
1k views

Ruby: implementing alpha-beta pruning for tic-tac-toe

So, alpha-beta pruning seems to be the most efficient algorithm out there aside from hard coding (for tic tac toe). However, I'm having problems converting the algorithm from the C++ example given in ...
3
votes
1answer
1k views

How Can I Improve This Card-Game AI?

Let me get this out there before anything else: this is a learning exercise for me. I am not a game developer by trade or hobby (at least, not seriously) and am purely delving into some AI- and ...
8
votes
2answers
1k views

Creating A Board Game AI

I want to code a board game that name is Okey and mostly popular in Turkey. http://en.wikipedia.org/wiki/Okey But i have got some problems about AI. Firslty let me explain the game.. The game is ...
21
votes
6answers
841 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 ...
6
votes
2answers
784 views

Predicting enemy position in order to have an object lead its target

In my 2D game I have AI turrets that should assist the player by automatically firing towards enemies. I would like to make them fire intelligently and lead their target instead of just targeting an ...