Questions tagged [ai]

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

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23 views

GPU accelerated neural networks in games? [closed]

Motivation: Because neural networks, especially in the era of deep learning, are so computationally demanding, the vast majority of the performant deep learning frameworks rely on GPU acceleration by ...
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1answer
21 views

First Person shooter look direction abstraction for InputController, AIController and NetworkController

The problem Suppose I have a game where there are multiple Input Controllers: LocalPlayerController: Reads inputs from the keyboard/mouse/gamepad. ...
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1answer
35 views

How can I update the Navmesh path in 2D games?

There are destructible and indestructible objects on the map I created with Tilemap, and I create a walkable area (bake) for my enemy object using the information I found on the internet and the ...
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1answer
79 views

Approximating off-screen action efficiently in a simulation game?

I have a character building constructs all over a pretty large map. My game blends elements of RTS and fast paced action in a room-based environment where players can only see one room at a time. I ...
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1answer
33 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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2answers
91 views

Unity Game - Multiple threads to improve AI bulk computation?

I'm making a chess-like game with an AI that implements minimax algorithm with alpha beta pruning. The AI raw computation is effectively infinite, so I'm forced to limit the depth I traverse, thereby ...
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2answers
2k 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 <...
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29 views

I can't use a NavMesh system for my enemy object (for 2D game)

My enemy object is patrolling the area I have determined. He's chasing me if I enter his field. But sometimes it gets stuck on the wall and cannot move. For this, I tinkered with the "NavMesh&...
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1answer
151 views

Make enemy follow player intelligently

I was trying to make a script to make my enemy follow my player intelligently (but not too much) and I want to know if there was a better way to do it (of course there is but I wanted to find a way ...
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30 views

Implementing a behavior tree for a pursuing enemy without ticking every frame

I'm working on a prototype for a Unity horror game, and one of the basic mechanics is having a pursuing opponent. A good example for this behavior are the Grunts from Amnesia: The Dark Descent. To ...
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1answer
2k views

How do I implement wander behavior in GDX AI?

So I follow the original gdx-ai documentation and created 2 circles to test Steering behavior. The image shows arrival behaviour but I am still quite lost about how they work. Screen class: ...
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1answer
256 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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1answer
536 views

How to calculate the ideal hit of arrow?

I am trying to make the AI shoot an arrow and always hit the target. Assuming that the target is within his range I am stuck what the correct way is to do this. I search and found some solutions but ...
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3answers
198 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 ...
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1answer
116 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
485 views

Reynold's Steering Behaviors

So I read Reynold's 1999 paper, [Steering Behaviors For Autonomous Characters][1], and I presume something went over my head, because it doesn't seem to make any sense to me. ...
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2answers
2k views

NegaScout with Zobrist Transposition Tables in Chess

I'm trying to put Transposition tables into my alpha beta scout. I do see an incremental speed boost I think toward mid or late game, however, even with a table size of 1-2GB, its may or may not be ...
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3answers
7k views

Moving around/avoiding obstacles

I would like to write a "game", where you can place an obstacle (red), and then the black dot tries to avoid it, and get to the green target. I'm using a very easy way to avoid it, if the black dot is ...
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2answers
651 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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3answers
18k views

How do I write a "Connect Four" AI?

I've made a Connect Four game. The first move is made by the player and the second by the computer. Currently, the computer moves randomly; its moves are generated by C++'s random number generator <...
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3answers
2k views

How to Prevent Enemy Overlap

I am working on a 2D side-scrolling action platformer. I am currently working on the state logic for my enemies. These are humanoid enemies that walk on the ground They currently have idle, patrol, ...
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1answer
589 views

How to remove the jitter from my pong AI movement?

I am developing Pong using Monogame / XNA and my AI paddle is really jittery when the ball is moving more horizontally than vertically. My AI is very simple and works as follows: If the ball's ...
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1answer
64 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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4answers
3k views

How should I approach AI for Spades game?

I was hoping some one could point me in the right direction about what type of AI you would use for a Spades game? For instance, would you create a behavioral tree or would you implement some other ...
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1answer
5k views

Static evaluation function for Checkers using Minimax

I have correctly implemented Minimax for my checkers AI till depth of 3 ( well at least that is what I think ). However I am confused on evaluating my game boards at depth 3 with heuristics. Currently ...
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5answers
3k views

Can Neural Network play tic tac toe? Is this have any common sense?

I'm thinking about theoretical possibility of playing tic tac toe by neural net. Is this have any common sense? Let's consider tic tac toe which contains 3 rows and 3 cols (it's 9 cells). Ok, then the ...
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1answer
49 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
157 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
43 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
377 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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2answers
1k 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 ...
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1answer
31 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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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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9answers
31k views

How does pathfinding in RTS games work?

[crossposted from stackoverflow] In a game such as Warcraft 3 or Age of Empires, the ways that an AI opponent can move about the map seem almost limitless. The maps are huge and the position of other ...
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1answer
51 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 ...
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1answer
112 views

Mathematical equation for CHOMP AI?

Players take turns in taking a rectangular bite out of the bottom right corner of the bar, by shading a square, tighter with all the squares below and/ or to the right it. The top left-hand square is ...
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1answer
156 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 ...
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2answers
1k views

Runtime NavMesh Builder source mesh combined mesh is skipped because it does not allow read access

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,...
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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
66 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
56 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
146 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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5answers
39k views

How does Dwarf Fortress keep track of so many entities without losing performance?

In Dwarf Fortress you can have hundreds of Dwarves, animals, goblins, etc in game at any one time, each with their own complex AI and pathfinding routines. My question is how does this not produce ...
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0answers
33 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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5answers
380 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 ...
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0answers
73 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
34 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
38 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 ...
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0answers
641 views

Adding OpenAI's GPT3 to a Unity project?

I have a text-based project and it has a slot open for OpenAI's GPT3 model. My project has a terminal module where the user receives emails, I want to go a step further and allow the user to respond ...
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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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