Tagged Questions
3
votes
3answers
605 views
How should I manage the AI using lua scripts?
My game is in C++ and I want to make AI being managed by lua scripts, but I have no idea how should the scripts look like and the integration in C++.
Should the script be like
if ...
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, ...
2
votes
2answers
319 views
Explaining Asteroids Movement code
I'm writing an Asteroids Atari clone, and I want to figure out how the AI for the asteroids is done.
I have came across that piece of code, but I can't get what it does 100%
if ...
4
votes
2answers
601 views
Designing a simple snake A.I
I've looked at some stuff online regarding this specific topic, and a lot of the info that I read involved graphs and path finding.
I really don't want to get involved in something too complex & ...
3
votes
5answers
1k views
Determining the angle to fire a shot when target and shooter moves, and bullet moves with shooter velocity added in
I saw this question: Predicting enemy position in order to have an object lead its target and followed the link in the answer to stack overflow. In the stack overflow page I used the 2nd answer, the ...
1
vote
0answers
251 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 ...
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
4answers
432 views
How to prevent fleeing monster from backing himself into a dead end?
I've been building a rogue-like for more than a year now, and so far I've only ever implemented very simple monster behaviour - such as moving toward the player when he's in the line of sight, and ...
2
votes
1answer
379 views
Examples of wall avoidance algorithm dealing with rectangles instead of lines?
I have a tile based engine and in the middle of translating out the example wall avoidance alogrithm in the book AI programming by example. I was wondering if the method below can be modified so that ...
2
votes
1answer
626 views
Translating Steering Behaviour Pursuit sample
I've come across a C++ Sample of from Programming Game AI by Example. For the most part it is fairly understandable, the only thing confusing me is the reference to "m_pVehicle->Heading()" I'm not ...
2
votes
2answers
498 views
2D AI Engines/ Resources?
i'm wondering if there's any 2D AI source code or engines out there. I'm inspired by the Euphoria engine, and want to use whatever is already out there to make something like it in 2D, where the ...
1
vote
2answers
642 views
Suggestion for C++ reinforcement learning library to control flocking algorithm
I am looking to use reinforcement learning to adaptively modify the weights involved in a flocking algorithm (i.e. 'boids').
Searching google revealed several libraries, but I don't know anything ...
2
votes
1answer
697 views
Pathfinding with MicroPather : costs calculations with sectors and portals
I'm considering using micropather to help me with pathfinding. I'm not using a discrete map : I'm working in 2d with sectors and portales. However, I'm just wondering what is the best way to compute ...
9
votes
3answers
1k views
Tips for building an AI for a 2D racing game
I have a school project to build an AI for a 2D racing game in which it will compete with several other AIs (no collision).
We are given a black and white bitmap image of the racing track, we are ...
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 ...
1
vote
0answers
2k views
Good open source / free C/C++ engines/libraries [closed]
Since building a game is not about 2D anymore, I just want to build a list of the (not necessarily best, but good enough) open source software available to make games.
I prefer to put emphasis on ...
4
votes
1answer
2k views
State Machines: State Object versus sequential check: what are the pro/cons?
I dont know much about finite state machine in AI or other game behaviors in game, except this quick tutorial with a Miner: http://www.ai-junkie.com/architecture/state_driven/tut_state1.html which is ...