Questions tagged [ai]
The design and/or logic of how an in-game entity makes decisions about its behavior.
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AI: Learning vs. Strategizing
I have a theory on AI that I would like to write a "whitepaper" about. The distinction I want to explore in AI is learning vs. strategizing. My question is, where can I read other material about this ...
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States, actions logic am I doing it right?
Currently I have the follow states:
Need To Run
Run
Need To Walk
Walk
Need To Fight
Fight
Am I misunderstanding it and mixig possible actions with states ?
I ...
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Is it possible to program the entire logic and flow of a game without ever touching a graphic's engine?
I'm not interested in rendering engines or level design, but I'm very interested in programming the AI that drives all of the characteristics of game play. I'm thinking of how the d20 system drives ...
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How would you code an AI engine to allow communication in any programming language?
I developed a two-player iPhone board game. Computer players (AI) can either be local (in the game code) or remote running on a server. In the 2nd case, both client and server code are coded in Lua. ...
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Calculating the "power" of a player in a "Defend Your Castle" type game
I'm a making a "Defend Your Castle" type game, where each player has a castle and must send units to destroy the opponent's castle. It looks like this (and yeah, this is the actual game, not a quick ...
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Adaptive Characters: AI Solution Needs a Problem
Have sophisticated adaptive programming, will travel - so to speak. I'm part of a group that developed sophisticated learning / adaptive software for robotics. The system "thinks" via its simulator, ...
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What alternatives exist of how an agent can follow the path calculated by a path-finding algorithm?
What alternatives exist of how an agent can follow the path calculated by a path-finding algorithm?
I've seen that the most easy form is go to one point and when the agent has reached this point, ...
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How important is a single-player mode in a 2-player game?
So say you have a 2 player game, taking Chess as an example (except it's an original game with no ready-to-go AI available).
Let's say there's also a social-aspect to the meta-game, so let's say it'...
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First Person Shooter game agent development
I would like to apply (program) the Artificial intelligence methods to create game bots for first person shooter games. Do you have any knowledge from where can I start to develop as a Linux user? Do ...
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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 ...
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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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How to implement behavior in a component-based game architecture?
I am starting to implement player and enemy AI in a game, but I am confused about how to best implement this in a component-based game architecture.
Say I have a following player character that can ...
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Open Source AI Bot interfaces [closed]
What are some open source AI Bot interfaces? Similar to Pogamut 3 GameBots2004 for custom Unreal Tournament bots or Brood Wars API for Starcraft bots etc.
If you could please post one AI bot ...
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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 ...
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How do they keep track of the NPCs in Left 4 Dead?
How do they keep track of the NPC zombies in Left 4 Dead?
I am talking about the NPCs that just walk into walls or wander around aimlessly. Even though the players cannot see them, they are there (...
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AI to move custom-shaped spaceships (shape affecting movement behaviour)
I'm designing a networked turn based 3D-6DOF space fleet combat strategy game which relies heavily on ship customization. Let me explain the game a bit, since you need to know a bit about it to set ...
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Is chess-like AI really inapplicable in turn-based strategy games?
Obviously, trying to apply the min-max algorithm on the complete tree of moves works only for small games (I apologize to all chess enthusiasts, by "small" I do not mean "simplistic").
For typical ...
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Naive minmax optimizations
I'm working on a perfect information game in my spare time. I've implemented a naive minmax algorithm for the computer player. I've further optimized it using alpha-beta pruning.
What I'm looking for ...
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How should I replan A*?
I've got a pathfinding boss enemy that seeks the player using the A* algorithm. It's a pretty complex environment, and I'm doing it in Flash, so the search can get a bit slow when it's searching over ...
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TRON: Game A.I algorithm?
Lightcycles or whatever it was called like.
Given a 2d array representing the game map, where each element can be either 0 or 1 (0 representing blank space and 1 representing filled space), what is ...
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Artificial intelligence in board games?
How to create AI in games like suduko/snake and ladder/tic-tac-toe in general board games where computer is a another opponent.
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AI control for a ship with physics model
I am looking for ideas how to implement following in 2D space. Unfortunately I don't know much about AI/path finding/autonomous control yet.
Let's say this ship can move freely but it has mass and ...
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How to build a "traffic AI"?
A project I am working on right now features a lot of "traffic" in the sense of cars moving along roads, aircraft moving aroun an apron etc.
As of now the available paths are precalculated, so nodes ...
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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 ...
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How to implement zombie AI?
We need to make a zombie videogame for a semester project and I was wondering about what are considered nice algorithms/techniques for implementing zombie AI that don't take too long to implement.
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Enemy movement in straight line to player in chase game
I'm creating a game where the enemies spawn randomly on a map then move towards the player every frame at a random speed. The map has no obstacles so the enemies should always move in a straight line. ...
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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 ...
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How Can I Improve This Card-Game AI?
Let me get this out there before anything else: this is a learning exercise for me. I am not a game developer by trade or hobby (at least, not seriously) and am purely delving into some AI- and 3D-...
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Help with Strategy-game AI
I am developing a strategy-game AI (think: Final Fantasy Tactics), and I am having trouble coming up for the design of the AI. My main problem is determining which is the optimal thing for it to do.
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How to implement "computer player" for a card game based on a few rules?
I'm developing a gameboard for a 4 players cardgame well know in my region (like a Bridge with 8 cards).
I create a cardcontrol class, all the deck methods and all the logics for value card and score ...
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How should I implement units' enemy "awareness"?
I'm using Unity3d to develop a RTS/TD hybrid prototype game. What is the best approach for "awareness" between units and their enemies? Is it sane to have every unit check the distance to every enemy ...
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What tools are available for creating 3D collision and pathfinding data? [closed]
What is the process of creating geometry data to assist on NPCs movements and such on a 3D world to avoiding having them from going through the ground, etc? Are there specific modelling programs that ...
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Is there an approach in creating an AI Framework?
I am creating a board game using Actionscript 3.0. I've finished it to the point of the game playable with (computer players making random decision). I'm now working to create an AI framework/module ( ...
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Creating A Board Game AI
I want to code a board game that name is Okey and mostly popular in Turkey. http://en.wikipedia.org/wiki/Okey
But i have got some problems about AI.
Firslty let me explain the game..
The game is ...
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Useful resources for beginning AI [closed]
What resources are available, including both free articles/ebooks and physical books and things, for game developers looking to begin simple AI programming/design?
Note: I know of this question, but ...
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Webworkers HTML5 for game AI?
So I am designing a game like scrabble in which a user has to make words using the letters on the screen. When the there is no possible combination of word that can be made with the letter the game is ...
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How do I apply A* to a complex and dynamic 3D environment?
I've looked a bit at Breadth-First and Depth-First search algorithms and I think I've got a pretty good idea of how they work.
Now I am here : Link
The problem is I don't see how a 2D grid can help ...
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Spell casting - How to optimize damage per second
Imagine we have a wizard that knows a few spells. Each spell has 3 attributes: Damage, cool down time, and a cast time. Pretty standard RPG stuff.
Cooldown time: the amount of time (t) it takes ...
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What AI modding is possible in Civ 5?
I'm interested in tinkering with the AI in Civ 5. I know there are XML files that can adjust the AI's strategies, but are there other easily moddable AI components? The XML files contain comments ...
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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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Predicting enemy position in order to have an object lead its target
In my 2D game I have AI turrets that should assist the player by automatically firing towards enemies. I would like to make them fire intelligently and lead their target instead of just targeting an ...
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Are there any good tools or suites out there that help with building AI/Robots for browser based games?
I've found some HTML/Canvas/Javascript browser based games that I don't particularly enjoy playing, but which I think would be fun to write robots for. Are there any tools out there which help remove ...
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Taking Physics into account for AI Planning
What I've seen in most Game Engines and game engine design is that the Physics Engine is the be all end all system.
Basically, AI for example may want to travel to some position, but it simply ...
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What's the best practice to have NPC enemies taking cover in an FPS game?
My question is about the data structure (and logical way to use this structure) behind this type of comportment of NPC enemy : How does he computes the place where he can take cover when the player is ...
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How do I make NPC pathfinding look believable?
Is there an "academic" way to have NPC walking randomly on a map, but having a believable comportment ?
The obvious scenario is a armed guard who is walking around a basement to secure it. It's quite ...
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Do higher-level 'Pure AI' concepts (such as Neural-Nets or Genetic Algos) ever get implemented successfully in commercial games?
Although graphics is my main area of focus, I've been dabbling with Game AI concepts for quite some time now; from simple A* path-finding to intricate Perceptrons..
My question is this; Does anyone ...
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Are square or hex grids better for pathfinding?
Is there any significant difference between using a square or hexagonal grid for the area searched by a path finding algorithm. In other words, is square or hexagonal better, and if so why.
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Is there an easy way to create an AI opponent for the Othello game?
Is there a well known AI technique to create an opponent in the game Othello (aka Reversi)?
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what can be done to improve the ultimate insane real time strategy game AI?
I had this chat with a friend of mine about whether an AI can be created or not that could beat any human without resource cheating in a real time strategy game. An AI that would play almost perfectly....
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Autodesk Kynapse and Havok AI comparison [closed]
Kynapse
Autodesk® Kynapse® game middleware is a leading artificial intelligence (AI) solution for game development and the creation of real-time simulations for nonplayer characters (NPCs).
Havok ...