Behavior is the set of actions taken by an agent based upon its decision making system. Behavior is the applied result of the AI directing an agent. Questions on behavior should focus on actual or desired results of AI
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How to implement tile enemies behavior? [closed]
I'm having a difficult time to understand , how to implement the behavior of an enemy in a tile based game,
movement
attack
behavior per enemy level ( higher level enemies should be hard to kill)
...
3
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2answers
133 views
Behavior Tree Iteration Rate
How is a Behavior Tree iterated in a game? For example, let's assume you have an extremely large Behavior Tree with about a hundred Actions/Conditions. If we were to run one action or condition ...
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1answer
214 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 ...
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3answers
198 views
Reward volatility of League of Legends matchmaking system
According to this article in league of legends matchmaking there's an average of 50/50 chances of winning or loosing a game based on how system ranks a specific account (player skill). However this ...
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2answers
216 views
Single or Multiple Behavior Trees?
I just finished coding a generic Behavior Tree structure for my games. My question is, when creating behaviors for enemy AI's, do I create one large behavior tree with every possible configuration as ...
7
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1answer
337 views
Can a rules engine produce manageable and complex AI?
I am currently in the middle of creating an AI village simulation in Java. Having implemented a simple rules engine for dialog, I am wondering if this DSL can be extended for AI. I have previously ...
5
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1answer
489 views
Component/Entity-based design + Behavior Trees => how to integrate?
For my current project I implemented a component/entity-based system, basically following most of the best-practice there is in this rather undefined area.
So I got (slightly extended) Entities, ...
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1answer
146 views
Behavior Trees and Animations
I have started working on the AI for a game, but am confused how I should handle animations. I will be using a Behavior Tree for AI behavior and Cocos2D for my game engine.
Should my ...
2
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1answer
314 views
Space invaders clone not moving properly
I'm trying to make a basic space invaders clone in allegro 5, I've got my game set up, basic events and such, here is the code:
#include <allegro5/allegro.h>
#include ...
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1answer
117 views
What is a trainer from a coder prospective?
What steps usually takes or modify a trainer?
How a trainer can change the way a game behaves?
Edit:
with the word trainer I mean the applications, usually a single executable, that can unlock and ...
4
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1answer
211 views
Winning isn't everything (organic Hierarchy)
Suppose that you have a simple online browser based game* in which the characters are all landed nobles - Barons.
When the game starts all players are on relatively equal footing.
There is a game ...
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2answers
207 views
DX11 - Weird shader behavior with and without branching
I have found problem in my shader code, which I dont´t know how to solve.
I want to rewrite this code without "ifs"
tmp = evaluate and result is 0 or 1 (nothing else)
if (tmp == 1) val = X1;
if (tmp ...
2
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1answer
310 views
Attributes and Behaviours in game object design
Recently I have read interesting slides about game object design written by Marcin Chady Theory and Practice of the Game Object Component Architecture. I have prototyped quick sample that utilize all ...
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2answers
490 views
Bejeweled-like game, managing different gem/powerup behaviors?
In general, what I am asking is, given any game where a game element can look/behave/affect-other-elements one way under one set of conditions, and look/behave/affect-other-elements a different way ...
8
votes
2answers
448 views
Implementing behavior in a simple adventure game
I've been entertaining myself lately by programming a simple text-based adventure game, and I'm stuck on what seems like a very simple design issue.
To give a brief overview: the game is broken down ...
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1answer
273 views
What exactly is the difference between separation and obstacle avoidance
I've been reading some literature that explains both separation and obstacle avoidance. On first sight, they both seem very similar in what they are supposed to do: keeping objects apart form each ...
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2answers
502 views
Is it correct to assume that behavior trees work for AI, but the player character and static entities still need state machines?
When I read discussions about state machines vs. behavior trees, it is often in favor of using one over the other. However, this seems odd to me that you wouldn't still need a state machine to manage ...
6
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2answers
350 views
Techniques for bot movement in (first person) shooter games
I was wondering what kind of technologies were used in FPS games to move bots around the level. I know the pathfinding is done using waypoints or navigation meshes but how do the bots actually rotate ...
7
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3answers
826 views
Is BDD (Behavior Driven Development) used in games?
I have been reading about BDD - Behavior Driven Development for a while, and I find it really easy and usefull to convert features into code. BDD users often call it TDD done right.
BDD is a tool for ...
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1answer
5k 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 ...
5
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2answers
429 views
Seperating entities from their actions or behaviours
I'm having a go at creating a very simple text based game and am wondering what the standard design patterns are when it comes to entities (characters, sentient scenery) and the actions those entities ...
9
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3answers
621 views
How do I make complex AI manageable? [closed]
In the past, I've used simple systems like finite state machines (FSMs) and hierarchical FSMs to control AI behavior. This pattern falls apart very quickly or any complex system.
I've heard about ...