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Questions tagged [ai]

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

0
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2answers
48 views

How to avoid enemies overlapping each other when chasing player in Unity?

I am trying to get enemies to chase player but without them overlapping each other when they get closer to the player. So far what I have is that I check for the distance between current enemy and ...
2
votes
1answer
71 views

Which Pathfinding Algorithm is Best For My Case?

I'm creating a top-down space shooter game where there is no real "map" per say since there is no real terrain, but there are obstacles in the form of asteroids, other ships and a few circular ...
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0answers
26 views

Chess AI Finding Checkmate Using MinMax

I have implemented a chess AI using a Mini-Max(With a partially working AB pruning) implementation. At the moment, it can search a depth of 5 and it is capable of playing a good middle-game. It pretty ...
1
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1answer
31 views

Python/java framework for developing artificial intelligence for board games like Diplomacy/Risk [closed]

I am trying to pick a python/java framework for developing artificial intelligence for board games like Diplomacy/Risk for research purpose. I am specifically looking for multiplayer, multiple-round ...
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0answers
27 views

Is there an established way to create a 2D XY NavMesh in Unity?

Specifically, one in the empty space between colliders, rather than on an XZ plane (more or less) over the surface of a collider? Specifically this is because I have a drone, in a current project, ...
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0answers
44 views

how to make AI do jump on navigation mesh system?

hi :D i'm currently using unreal for make a sand-box game for learning purpose. and due to the unique attribute of sand-box game, i am looking for how AI move naturally on map (which changes so often)...
1
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1answer
50 views

Snake AI - Is a Hamiltonian approach valid for all grid sizes?

So, as has been done many times before, I am designing an AI that can play Snake as effectively as possible. It didn't take me long to find this extremely useful thread here: How to find a safe path ...
0
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1answer
41 views

Steering constantly turning in circles

I've been working on a fish system in a compute shader but bugs have been drowning me. The latest bug had me strip almost all the functionality to track down: Fish keep turning in circles. It starts ...
0
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1answer
104 views

Unity3D: AI follow player script for prefab enemy?

So I am having an issue, I have an enemy prefab that is created when the new wave happens(think of Nazi Zombies from Call of Duty, same system) but every script I have found that deals with ai ...
0
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3answers
70 views

Can I speed up “potential fields” pathfinding when it's working on a large grid?

I'm looking to implement a pathfinding algorithm that will allow me to throw hundreds of spiders at the players in my grid-based game. I can implement this with A*, but I'm worried that that algorithm ...
4
votes
3answers
130 views

RTS Unit AI: When to let the unit stop (due to local avoidence)

I am developing an RTS-like game, that have units that move and attack. I implemented path-finding and local-avoidance. One problem is when multiple units being ordered to the exact same position, ...
1
vote
1answer
45 views

How would I swap a character when a player touches a collider?

I wrote a simple script to attempt to do this and I created an empty game object and applied the script to it and dragged both of my sprites into my script and I receive no errors but nothing happens ...
1
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0answers
52 views

C++ text based football — lookup table and AI logic help

I am trying to develop a one-player text based football game in C++ strictly in the console without graphics. I am developing the game logic here below vs the CPU and I also need to do the vice versa (...
0
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2answers
80 views

Pathfinding How to store data for big terrain size

I am trying to implement my own pathfinding solution in unity but cant figures out how to store data. Following is my grid class which stores height, length and neighbour tile of tile. ...
1
vote
1answer
105 views

Roguelike game: detect intent of other actors by observing their moves

In grid turn-based roguelike game, how can I detect the following scenarios: other actor is following observing actor other actor is intentionally moving to block its path Path blocking can happen ...
0
votes
2answers
134 views

How do I implement efficient collision avoidance in 100 enemies

I am developing a libgdx game. It is a top down shooter and I am trying to make a good AI. I have tried to implement A* from the AI library from libgdx and it works fine but when i have a lot of ...
1
vote
2answers
219 views

How could a NPC find items that appear randomly?

My main question is basically: What is the algorithm that CPU players use in smash bros to find items like the smash ball? I am trying to make a small ai character that will "look around" and once an ...
0
votes
1answer
86 views

Unity3D: activeSelf issues

I've been trying to script some basic AI for a Unity Roll-A-Ball game, which involves two balls collecting cubes for points (one controlled by the player and the other controlled by AI. Everything ...
0
votes
1answer
142 views

Why is my Zombie enemy not chasing the player?

I am using C++ and SFML to make a top-down Zombie shooter. For now I have a player I can move around who can shoot but I am trying to have a basic AI for a Zombie who chases the player based on player ...
0
votes
1answer
68 views

Why won't InvokeRepeating work for me?

I am designing an FPS game and scripted this shooting enemy that is supposed to shoot at the player if he is in the trigger zone once every second, but it just rapid fires and ...
3
votes
3answers
213 views

Using the Command design pattern for game AI

I'm trying to learn the Command design pattern and apply it to the game I'm working on. First I read about the general implementation, and I feel like I understand it pretty well. Now I want to know ...
0
votes
1answer
84 views

libgdx - how to make enemies not overlap

I'm currently making a roguelike shooter in libgdx to get a better understanding of the library but I recently just stumped onto a problem where enemies would overlap each other while tracking the ...
0
votes
2answers
457 views

How to represent a modular FSM for AI using ECS?

I am considering to implement AI using ECS which actually contradicts working with naive FSMs. My current idea is to have multiple components which represent the particular state an Entity that has a <...
5
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2answers
243 views

AI world exploration?

For one of my exams, we have to make an AI for some sandbox survival game. Well to be exact, we have been given a framework, and need to make a plugin that contains the AI logic. So far, I already ...
1
vote
1answer
85 views

Enemies overlapping

I have a simple WebGL maze game and has problem with enemies overlapping when they are going to target position. Now i'm detecting there collisions, but dont know what to do with them when they are ...
3
votes
2answers
396 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
124 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 ...
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0answers
36 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--...
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0answers
61 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 ...
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2answers
119 views
0
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1answer
74 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
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0answers
116 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
1answer
76 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
78 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
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0answers
69 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
710 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
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1answer
105 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
1answer
206 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
262 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
69 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
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5answers
344 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
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2answers
606 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 ...
3
votes
4answers
155 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
1answer
101 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
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0answers
38 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
141 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 ...
1
vote
1answer
59 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
110 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
256 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
365 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 ...