Questions tagged [ai]

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

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3
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1answer
67 views

How to protoype a multiplayer game whose fun comes from having lots of features

I've seen plenty of testimonies that to make a good game and not waste time, one should prototype early, quickly see if the core is fun as is, and not focus on graphics, menus, sound, secondary ...
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1answer
53 views

Minimax in a losing scenario vs an imperfect player

I'm working on a solver for Triple Triad, a simple two-player zero-sum card game. Right now, I'm using Negamax (a variant of the well-known Minimax algorithm) with alpha beta pruning, and the game is ...
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0answers
24 views

Nav Mesh Bounds Volume on Z axis

I've just started to learn Unreal Engine 4.26.2 developing an Arkanoid clone. But, I have a problem with the monsters: I don't know if I can use the Nav Mesh Bounds Volume with them, because they fly (...
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3answers
376 views

Which AI should I use so as to avoid monsters AND chase bonus pills at the same time?

I'm trying to program an AI for a Pac-Man-like game, where I would be the Pac-Man and move according to two simple rules: move towards bonuses avoid monsters and being killed I read that one can ...
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1answer
46 views

Reach a moving point smoothly

First, for my specific problem, we can assume we're working in a 1D space. I have a point B moving at a specific velocity V. I want to smoothly move the body A so it reaches the point B and moves at ...
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1answer
23 views

Move between two points at a constant speed in LWJGL

I've been making a game engine in lwjgl and I have been trying to get an ai to move from one point to another. I used a lerp method but the speed is dependent on the distance between the two points, ...
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1answer
49 views

Does a Utility AI system run every update/frame to determine scoring?

Am learning about Utility AI. I understand what it can be used for but not how to correctly implement it. Does the scoring for an NPC need to be checked every frame/update/tick? Imagine you have an ...
-1
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1answer
154 views

Do games always use AI for defining behaviour of opponent players or is it just vector math?

I'm trying to learn how games implement tactics for opponents/enemy player. In games like Street Fighter with maximum difficult, the opponent (computer) is too good at predicting and countering my ...
14
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4answers
8k views

AI for auction bids in the Monopoly game

I'm currently creating a Monopoly game simulator in C++. I am currently struggling with implementing the auction mechanic for AI players. How could I implement the bots' participation in auctions? How ...
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0answers
18 views

Unity 2d - Enemy continuous curved movement

I'm trying to implement random enemy movement in a top down shooter game. Currently the enemy moves in a straight line from his current position to a randomly generated target position. Is there any ...
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1answer
39 views

Ue5 AI MoveTo does not work

I have been having problems working with AI MoveTo and created a very basic version in the hopes of finding the problem: As you may see, I have one single character with the default skeletal mesh and ...
2
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1answer
116 views

AI driver for racing games

I'm very curious about AI drivers in a racing game, so I tried to build one :). I've built a 3D closed racing course and a car with Unreal engine and all the physics, and I try to develop an algorithm ...
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1answer
61 views

How can I make a list of factions, each of which has a "reputation" according to every other faction?

In my game, I'd like each and every NPC to belong to a faction, such as Bandits, Townsfolk, Elves, etc.. Each faction would then have an opinion of each other faction, stored as an integer rating, and ...
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1answer
29 views

How to keeping my AICar on track?

so today I made an arcade race game but stuck on make AICar that keep on track when play, what I've made is the AICar sometimes cutting the track or like making a shortcut to the next checkpoint and I ...
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0answers
27 views

UE4 - Make AI move up and down?

I have this AI character that flys around on the x and y axis in random directions, but is it possible to make the character move up and down randomly? I tried movement input with a lerp and delay but ...
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1answer
206 views

Enemy beelines before wandering in 2d topdown

I'm making a top down shooter in Unity. The enemy AI travels straight to the middle of the screen before actually starting wandering when I put in this code. What can I do to fix this? (I'm using ...
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0answers
57 views

UE4 Blueprints - AI movement on moving platform/object (like a ship deck)

I want to have AI (enemies) on a boat that moves on a path around the level (an island). But the AI seems to have a problem navigating on the deck of the ship. They always end up on the far back of ...
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0answers
28 views

Navigation algorithm to find closest point with LOS to another agent

I am trying to design an algorithm to detect the closest point where an agent has line of sight to another specified agent in 3D space and to move towards that point. The use case would be a turn ...
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0answers
37 views

Finding a path to a circular zone in continuous space [duplicate]

I need to find the shortest path for an agent that wants to use a ranged attack against the specified target. This means that the path's ending point should be inside the range of the attack and have ...
1
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1answer
70 views

How to create the slow random movement effect you see in shmup enemy idles?

I’ve noticed in a lot 2D shmups, after enemies accelerate onto screen and arrive at their arrival point, they don’t simply sit static at their arrival position, but rather begin to gently move in ...
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0answers
110 views

Companion AI with NavMeshAgent causing jittery movement on the X-Axis

I'm trying to do a companion AI that follows around my player but with a certain distance. I first tried to self-program the movement behavior. but realized quickly that a ...
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0answers
91 views

Unreal Engine 4 AI Character Pawn Entirely Unresponsive to Movement Commands

I'm new to game development and to Unreal but I cannot for the life of me get my AI character pawn to move at all using any method I know. I'm developing a 2d Sidescroller game using a Tilemap. I have ...
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0answers
20 views

See precision (pr curves) in TensorBoard (Unity ml-agents)

How could I log and later view the precision values and/or pr curves of my Unity ml-agents onnx model? Precision values don't seem to be logged by default, as TensorBoard doesn't display anything at ...
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0answers
54 views

Sparse voxel octree for 3d pathfinding and Manhattan distance

I've been learning about using sparse voxel octree for 3d pathfinding based on Daniel Brewer's chapter in Game AI and his talk at GDC 2015. One aspect that I'm really confused about is exactly what is ...
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0answers
33 views

Chess Programming - Principal Variation and Transposition Tables

Right now I am currently trying to implement a principal variation search algorithm for my chess engine (C++) as well as a transposition table. I have looked at various sources online and have become ...
0
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1answer
115 views

How to implement Vector3.MoveTowards follow with random movement

I want to implement an AI behavior where an enemy runs towards the player while sidestepping randomly and aggressively (like in this video: https://www.youtube.com/watch?v=35Ut_C4eL40) Currently I am ...
4
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5answers
377 views

If an AI is sure it is going to lose, what can it do to make the game fun for the player?

Context: I am contributing to a sequential turn based strategy game. I have an idea of how to improve it, but I need some input to help me do so. We currently have a really dumb AI that just follows a ...
1
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1answer
109 views

Implementing priority structure into a behavior tree, to react to player actions

My goal is to have a behavior tree that can run alone (autonomously) but also react to input from the player. I'm making an AI for a hack and slash game where the AI will fight you, chase you, etc. ...
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0answers
38 views

Minimax Algorithm for turn-based game

how should I implement the Minimax Algorithm to a XCOM like turn-based game? I mean I should use score to each action like, move to cover, shoot, fall back etc. Or even is it possible to do that kind ...
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0answers
33 views

Steering - Flocking with stopping without jittering

I have a simple steering system that integrates flow-field based path following and separation behavior that I use to control hordes of creatures. These creatures follow the flow-field, but if a ...
1
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1answer
162 views

Behaviour Trees: How to clean up when a sequence is interrupted?

I'll try to show my problem on a minimal example, in reality it's more complex: It's a simple behaviour, that repeats "an action" that has a certain animation. If a player gets close, this ...
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0answers
74 views

Snooker/Pool AI Predicting end location of cue ball Unity

I’m trying to implement a pool/snooker game. I figured the best way to implement the ball movement/potting mechanics is to use the physics simulation, apply an impulse to strike the cue ball and let ...
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0answers
239 views

How can I make Enemy follow the player in unity

I have a 2d platform game where I want the enemy to follow the player for some time Currently the enemy constantly follows the player - ...
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0answers
32 views

Multiple AI's sharing code

I wasn't sure what to call this question I might update it with a more suitable title. The issue I have here is more conceptual than in-depth code, and as such this might be subject to debate. However ...
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3answers
744 views

Behavior Trees or GOAP for Rimworld-like game?

I am currently making a Rimworld-like game. For now, it is identical in appearance, how the map works and how the pawns (colonists) are supposed to function. Core world-generation logic and A* ...
0
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1answer
35 views

Method to make character roam map isn't working

I'm an absolute beginner in Unreal Engine, so sorry for any strange mistakes, formatting, etc. I'm trying to make a game for a project where an enemy chases the player through a maze when it spots the ...
0
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1answer
80 views

A* algorithm: need help fixing path that come in contact with obstacle

I am using A* as a pathfinding technique for my AI; it works fine until it gets close to an obstacle (in my case rocks). Right now it just continues the loop if it finds a neighbor thats a rock. It ...
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0answers
24 views

Assistive Machine Learning for Scene Creation

A few years ago, I have seen a talk about assistive ML tools in game development. I think was from Ubisoft La Forge, but could be wrong. In the video it was demonstrated, how an „AI“ understood the ...
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0answers
85 views

Navigating an AI that shouldn't take the shortest path but the scenic route instead (e.g. fish)

I'm working on a sidescrolling game with an underwater "fish-like" AI that has some goals (interacting at various locations) and things to avoid (player). Started of with a Navmesh and ...
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0answers
262 views

Implementing complex AI in an ECS?

I'm having a hard time wrapping around how something quite stateful such as complex AI would be handled in a pure ECS (such as components being only data and systems operating on that data) Things ...
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0answers
59 views

Move enemies over the network without sending their positions

I am trying to move enemies on two clients without sharing their positions. I use this: startingPosition + GetRandomDir() * Random.Range(1f, 10f) To have the same ...
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2answers
526 views

Check if NavMeshAgent can reach position with dynamic obstacles

I am currently checking if a position in the NavMesh is reachable. It is reachable without the NavMesh obstacles. But the moment I add it, NavMesh's CalculatePath() ...
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0answers
50 views

How to adjust a path to avoid collisions with moving obstacles inside a nav mesh?

I'm writing a script for a bot and I'm a little bit stuck. There's a game, there's a player (me) and I want to get from point A to point B. I can find the path via bot's API (it returns a ...
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2answers
600 views

Behavior tree: why?

I am new to UE4 and game programming altogether. Following multiple tutorials and documentations I see mentions of behavior trees. In tutorials they do not use them in favor of blueprints because they ...
0
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1answer
139 views

Minimax Algorithm Scoring Mechanism

I'm basically trying to understand the chronology/sequence of the algorithm and where should I call the scoring mechanism function that calculates the score of each move and returns an int. For ...
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0answers
45 views

What are AI characters doing when not in the viewport?

In a game like star wars battlefront, 100+ AI characters are competing against each other both onscreen and offscreen to shoot each other and capture bases. My question is what types of efficient ...
42
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1answer
4k views

Why use convex polygons and not concave ones in path-finding?

I read in Unity's path-finding documentation that they use convex polygons because there won't be any 'obstruction' between 2 points. Then they add their vertices as nodes along with starting and ...
0
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1answer
46 views

Enemy AI on a platform

I was working on a 2.5D enemy AI movement on a platform. The idea is to get the enemy(green cubes) to move along the platform, when it gets to the edge of the platform, it turns around and goes the ...
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0answers
55 views

Any good pathfinding algorithm for lots of different speed zones? NavMesh seems not work

I have a terrain map with lots of different areas: roads, grass, swamp, forest, mountains. Each has different speed for the player. The map is continuous 3D map, not grids. Given a start & end ...
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0answers
45 views

Help with Chase AI? (Similar to Blue Demon)

all! I'm working on a chase ai / follow player script, for a 2D project of mine, I'm going for something similar to Blue Demon where an integer value controls what enemy is on screen, and can be ...

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