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

2
votes
2answers
161 views

How can I maneuver an AI pirate ship for a sea battle?

I'm trying to picture in my head what would be required to make an AI controlled enemy do the following in a top down pirate sailing game: Approach the player ship Bring player in line with port / ...
0
votes
1answer
96 views

Can you use A* to make a unit move nonspecifically?

A* is typically used to calculate the best way to move towards something, and it's quite flexible when it comes to threats, extra movement costs, and 'refuelling' on the way to something. However, if ...
0
votes
0answers
17 views

How can a arrival steering behavior ever stop?

I try to understand steering behaviors and have problems with arrival. Lets take this tutorial: https://gamedevelopment.tutsplus.com/tutorials/understanding-steering-behaviors-flee-and-arrival--...
0
votes
0answers
32 views

Why does my collision avoidance steering behaviour make my vehicle reverse?

I have a car that I want to turn automatically when it sees an obstacle. I found a good solution using Steering Behaviours, but unfortunately my implementation isn't correct yet. Instead of turning ...
0
votes
2answers
24 views
0
votes
1answer
58 views

FixedUpdate is Being Called Less and Less Over Time…Why?

My game is still in the very early stages, but basically I have an enemy that follows the player if it can see them and will continue to follow the player for a few seconds after the player leaves its ...
0
votes
0answers
35 views

Why is the Enemy's Sprite Flipping When it Sees the Player?

So I have a method that flips an enemies sprite if depending on what direction they're moving. I also have a script that determines if it can see the player. Currently, the enemy sprite faces the ...
1
vote
0answers
26 views

NavMesh - Changing Mesh by Jumping upwards

I have been playing around with the NavMesh and I have seen that there are different situations where an agent has to change meshes. When it works: Everything seems to work alright with links, if I ...
1
vote
1answer
47 views

Potential Field Pathfinding in a non Axis Aligned World

I am trying to create a game that has player created obstacles which can be placed anywhere in free space, and which has a large amount of enemy agents. In persuit of maximizing the number of agents I ...
0
votes
0answers
47 views

Making neural nets more efficient in Unity

Some backstory: currently using a Asus x555la so not the fastest laptop. Computing power is kind of the problem. Hi there. I am currently doing hand tracking in Unity. I have developed a half-and-...
2
votes
1answer
143 views

How to make ghosts AI chase Pac-Man in Java

I'm beginner at Java and I want to make ghosts chase Pac-Man in game. I read some algorithm like A* or Dijkstra but I don't know how to implement them in my game. Please help me.
0
votes
1answer
90 views

What does distance divided by acceleration mean?

I'm reading a book named "Programming Game AI by Example". Here's a method to help an autonomous character to slow down when it's getting closer and closer to its target: ...
0
votes
0answers
80 views

Example of situation I would like to solve with Machine Learning approach

I've posted the question in stackoverlow but someone suggested me to ask here. I paste here the full text of my stackoveflow question with some changes. I’d like to start studying something about ...
0
votes
1answer
45 views

Unity navmeshagent and doors

I'm trying to make an agent patrol around a maze. The maze is proceduraly generated and consists of many rooms connected with doors. The problem occurs when the agent reaches a door. I wrote a script ...
0
votes
1answer
153 views

Algorithm to solve a battle in a card game

I am trying to write a solver for a sort of card game. I mainly do that for fun, and also to be able to learn a bit about the different types of algorithms I could use for this problem. The rules of ...
2
votes
1answer
63 views

Poker AI's designed for casual play

DISCLAIMER: So I asked this on StackOverflow and was told it was not a good question for the community but was suggested to check here. If this question sucks or just doesn't belong here either, feel ...
0
votes
5answers
315 views

Does bad AI lead to more sales?

Games like HL2 and FEAR are legendary for having excellent AI. Recent titles (as of 2018) leave much to be desired. With improvements in our understanding of probability related state machines, and ...
7
votes
3answers
356 views

Game AI move towards player while avoiding an obstacle

I'm trying to move enemy towards player, while enemy also tries to avoid an obstacle if it's in its path. Here's a simple illustration of what I want to do: What I've tried: Making circular ...
2
votes
4answers
102 views

How to combine steering forces?

I am trying to understand how to implement and combine steering vectors for autonomous agents as described by Craig Reynolds. My understanding is that each steering force should be calculated ...
0
votes
0answers
59 views

Alpha-beta pruning enhacement for checkers

I am programming a checkers game with Alpha-beta pruning. I've read that using only this algorithm doesn't create a strong AI to compete for this kind of games. Also, I investigated about ...
0
votes
1answer
55 views

Vector field collision avoidance

I'm developing a simple "Geometry Wars" like game: 2D world and multiple enemy spaceships. The enemies should be able to pursue the player and avoid collisions between them at the same time. I've ...
1
vote
0answers
37 views

How to express AI area ownership?

Situation: Big open world-ish level Different types of real estate: Houses including some land around it Just houses without land Flats on different floors How to express AI ownership of any of ...
2
votes
2answers
126 views

More realistic AI chasing player

I am developing a stealth game. In the game when enemy sees player he starts chasing it. But there are a lot of covers. If player just goes behind of a wall it will be out of sight for this enemy. But ...
0
votes
0answers
24 views

Noise Emission only happening once in Unreal Engine 4

I'm a student studying game design, and I'm working on a project in Unreal Engine where I'm supposed to have an AI that runs away when I shoot at him. I'm making my ammo emit noise, but it only ...
1
vote
1answer
42 views

NavmeshAgent not to turn back

Imagine the blue part of this picture is streets and navmesh. the red object is a car with navmeshAgent. the green circles are the colliders set as triggered and they are the destination of the car. ...
0
votes
1answer
73 views

In behavior trees, how do you retain your place in a sequence?

For context, I am coding a naive implementation of behavior trees myself, in C#. Let's say I have two scenarios that I want to create behaviors for. Both AI's will traverse/patrol four specific ...
0
votes
1answer
69 views

How to calculate acceleration distance(frictionless, massless)

Object A is moving via. 2D rigidbody by velocity V and in script is defined breaking power P. Every frame of breaking (P * Time.deltaTime) is subtracted from velocity V (in other words, ignoring mass)....
1
vote
3answers
201 views

Realtime Goal Oriented Action Planning

I've recently discovered GOAP and interested in implementing it for the AI in a game I'm developing. Something I'm stuck on at the moment, is determining when to plan. I've read through an MIT paper ...
1
vote
0answers
52 views

Problems With Duplicated AI

I am having a problem with making duplicates of my AI. When one is within range, it performs normally. If two are in range, then they both freeze up. The AI are direct duplicates of each other. I don'...
0
votes
1answer
65 views

Problem with Unity NavMesh tools

I'm getting this error: Runtime NavMesh Builder source mesh combined mesh is skipped because it does not allow read access I checked all the models and it has the read permission. I also noticed,...
0
votes
0answers
35 views

AI how to choose target for sumo like game

I am building a game that is the same as an old game I used to play called Sumo in fusion frenzy for Xbox. The object of the game is to knock enemy spheres off the edge and stay in the middle of a ...
1
vote
0answers
168 views

Unity how to set Off mesh link speed

How can I set agent's speed on off mesh link? I want it to look like a jump, but now it looks like it was in slow motion.
1
vote
1answer
36 views

How should I implement hit detection netcode for AI enemies in a co-op first-person-shooter?

I'm working on a FPS/sandbox game that has multiplayer but no PvP. Since the game has no PvP, I'm trying to make the networking code favor the player as much as possible. For example, I allow the ...
1
vote
0answers
243 views

How can I build Goal Oriented Action Planning within an Entity Component System?

I've been creating an interactive fiction game in javascript that uses an entity component system as described here. The problem I've encountered is in developing the AI system for the game. Ideally, ...
0
votes
1answer
106 views

Is PID considered Steering Behavior?

So I've recently used a PID controller to build a bot for a 2d physics based game. I also did a bit of reading on steering behavior but am still confused over one thing: Is a PID controller considered ...
1
vote
1answer
93 views

How to ignore collisions of triggers after first collision of trigger until OnTriggerExit of first collision of trigger?

There is are white and red two teams of tank which are auto spawning in certain time interval. both red and white type of tanks have triggers so when red and white tank come close enough, ...
0
votes
0answers
54 views

AI not showing up or working

In my game, I am trying to call up my AI class ("bot") but nothing happens. I am trying to replace players so players can choose to have computers play against them. Am I not initializing something or ...
7
votes
1answer
376 views

How can City-sim simulate hundreds of characters?

My games usually start lagging quite easily when there are a couple hundred of boxes representing possible characters. While games like SimCity or even Anno have hundreds of characters. I realized ...
0
votes
0answers
54 views

How to procedurally build the Area Cost of a mesh into the NavMesh during runtime

What I am trying to accomplish is to build the area cost of a prefab or a dynamically generated mesh into the NavMesh at runtime. I already have a LocalNavMeshBuilder set up into my scene as shown ...
-3
votes
2answers
203 views

Would an unbeatable opponent ethical for a game?

Would it be unethical to create an A.I. bot that has full advantage of ALL of the game mechanics? Would it be better if it was optional and gave full disclosure before it let you face this opponent?
0
votes
2answers
74 views

Approaches on detecting if a car should steer left or right considering a next direction

I'm developing the A.I. of my racing game, and I'm having an unforeseen problem. I manage to get the bot to drive by itself by accelerating in the direction of an angle that is returned using the ...
3
votes
1answer
241 views

How can I apply steering behaviors to a car controlled with turning and acceleration?

I feel like I've got my head around steering behaviors, but I've having trouble applying them to a car. The steering behaviors return forces that one could apply to an object that can move in any ...
0
votes
2answers
72 views

How to force a sub-optimal path

I'm currently trying to develop a "Taxi-Driver" AI that intentionally makes sub-optimal pathing decisions. I need to have my driver go from point A to point B using a sub-optimal but still logical ...
119
votes
20answers
43k views

Is it unethical to make a game AI that is secretly non-competitive?

In several games the AI is designed to give the player an easy time without their knowledge. This can be having a 0% chance to hit the first time you appear, enemy letting you sneak up on them by not ...
6
votes
1answer
98 views

Group path following

A path is defined as a list of positions for units to follow sequentially to navigate terrain. For example, ...
0
votes
1answer
38 views

Determining and Re-Considering Trapped Targets when Path-finding

I have a game that has multiple path-finding agents (A*) with a grid based map. The player can change the map by constructing walls, floors etc. and the agents will move to construct what the player ...
0
votes
0answers
88 views

Worm Enemy in 2D Platformer

I'm trying to make a segmented worm enemy like the Eater of Worlds in Terraria: and I get the code for making the segments function, one just has to follow the one previous to it. What I don't get is ...
2
votes
1answer
313 views

Game AI architecture for a RTS game

I am developing a RTS (real-time strategy) game involving robber and cops. I have designed a simple rule based AI system for the robber. Goals of the robber AI: Escape from the cops (robber should ...
0
votes
1answer
154 views

AI not pathing correctly with pathfinding

I have implemented A* pathfinding to use in a game that im making for a project. The issue is that the AI that's using the pathfinding does not seem to wanna follow the path correctly. as displayed in ...
0
votes
0answers
37 views

Visibility Polygons for FPS AI to move tactically

Does anyone know how to implement visibility polygons in Unity's AI system? I want to write FPS AI that clears an area by checking all the places that aren't immediately visible, cutting the pie the ...