Questions tagged [steering-behaviors]

A set of strategies used to direct the movement of AI agents - especially flocks and crowds - by combining vectors from one or more local avoidance/approach rules to obtain a net acceleration in each update, "steering" the agent in response to sometimes overlapping environmental considerations.

Filter by
Sorted by
Tagged with
14
votes
2answers
2k views

Dynamic thruster balancing of space ship

The space ships in my game a meant to be player-built with an arbitrary amount of thrusters attached anywhere with any rotation. I currently have some dirty code to rotate the ship to a given angle (...
14
votes
2answers
3k views

Implementing a homing missile [duplicate]

I'm having some trouble implementing a homing missile that satisfies what I'm looking for. I have already tried the Seeking and Arrival behaviours described in this link, but none of them were what I ...
10
votes
1answer
1k views

Finding the correct speed for AI to turn to reach goal

I have a ship that travels at max speed maxSpeed and can turn rotationSpeed degrees per second. The ship always moves in the ...
10
votes
2answers
2k views

What kind of steering behaviour or logic can I use to get mobiles to surround another?

I'm using path finding in my game to lead a mob to another player (to pursue them). This works to get them overtop of the player, but I want them to stop slightly before their destination (so picking ...
9
votes
3answers
1k views

Avoiding orbiting in pursuit steering behavior

I have a missile that does pursuit behavior to track (and try and impact) its (stationary) target. It works fine as long as you are not strafing when you launch the missile. If you are strafing, the ...
9
votes
2answers
1k views

Prevent oversteering catastrophe in racing games

When playing GTA III on Android I noticed something that has been annoying me in almost every racing game I've played (maybe except Mario Kart): Driving straight ahead is easy, but curves are really ...
8
votes
2answers
3k views

Wall avoidance steering

I making a small steering simulator using the Reynolds boid algorithm. Now I want to add a wall avoidance feature. My walls are in 3D and defined using two points like that: ...
8
votes
2answers
2k views

Pathfinding and collision avoidance on mobile

Currently I'm developing a Diablo like game for mobile platform(iphone5+). A simple A* search will find the path, but collision avoidance still needs to be taken into consideration. There will be ...
8
votes
3answers
362 views

In RecastNavigation, how can I make an agent idle after reaching its destination?

This question is specifically about dealing with the Recast Navigation library. I have added an agent with addAgent and set its target with ...
8
votes
2answers
608 views

3D collision avoidance: finding the updated velocity vector (outside the "collision-velocities" cones)

I am trying to understand and implement the mechanism of a fully 3D collision avoidance (steering behavior) system for flight movement (six degrees of freedom), currently focusing on circumventing ...
6
votes
2answers
555 views

How to tune steering behaviours to pick the best target around obstacles?

I want to chase an enemy, but there are obstacles in the world. Imagine there's an obstacle stopping me reaching the closest enemy, but in another, unobstructed, direction is another enemy but at a ...
6
votes
1answer
156 views

Group path following

A path is defined as a list of positions for units to follow sequentially to navigate terrain. For example, ...
5
votes
1answer
1k views

Spaceship acceleration for following waypoints

I'm creating a turn based space ship strategy game with simultaneous turn resolution similar to Steam Birds. After all the orders are given, the ships run through a real time simulation where they ...
5
votes
1answer
2k views

How to limit steering force at low velocities

Sorry if this is posted before, but I didn't find an answer for this. I've been banging my head on this for a day now and I seems to be stuck. I've implemented (see below) the 2D steering arrival ...
5
votes
2answers
339 views

Flow/design of steering behaviors implementation

I am implementing some simple steering behaviors like: follow the leader, separation, cohesion and flee(from the leader when he walks in our direction - aka spread the group for him). I am having ...
5
votes
1answer
1k views

Avoidance Steering Behavior acting inappropriately

I've been trying to implement this steering behavior in Unity: Understanding Steering Behaviors: Collision Avoidance However, I'm getting strange results. Here's the code for the script, feel free to ...
4
votes
3answers
3k views

Obstacle Avoidance steering behavior: how can an entity avoid an obstacle while other forces are acting on the entity?

I'm trying to implement the Obstacle Avoidance steering behavior in my 2D game. Currently my approach is to apply a force on the entity, in the direction of the normal of the heading, scaled by a ...
4
votes
1answer
2k views

Steering behaviours: collision avoidance with rectangles

I'm trying to implement collision avoidance steering behaviour using rectangles. Most of the tutorials I've found are with circles, and there's a substantial difference. For example, I've been reading ...
4
votes
1answer
3k views

Wander steering behaviour in 3D

I'm trying to implement the Wander Steering Behaviour but getting strange result (see .gif). What am i doing wrong? I want to move a sphere in a random direction. I read this article Understanding ...
4
votes
2answers
5k views

Arrive steering behavior

I bought a book called Programming game AI by example and I am trying to implement the arrive steering behavior. The problem I am having is that my objects oscillate around the target position; after ...
4
votes
2answers
1k views

calculating the weights for direction vectors to a target

I have an entity that is allowed to move in a fixed amount of directions. Let's call a the angle between two directions. r is the length of each direction vector. Now the entity wants to head from its ...
4
votes
1answer
1k views

Local avoidance together with any-angle types of A* Pathfinding

Recently I have been implementing the Block A* any-angle path-finding algorithm in a project I have, for which I need extremely efficient results due to the large number of NPCs. However, I still do ...
3
votes
3answers
125 views

How to implement smooth wandering on an annulus?

I am creating a 2D action platformer and want to create some steering behavior for a mage enemy. Basically, I want the mage to smoothly wander inside an annulus centered on my player. Below is an ...
3
votes
4answers
397 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 ...
3
votes
3answers
1k views

Group arrival steering

I've got group movement implemented pretty much like this: http://www.red3d.com/cwr/steer/CrowdPath.html Basically, that's combining path following and separation. It works nicely as long as units ...
3
votes
1answer
956 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 ...
3
votes
1answer
385 views

How to Steer a Moving Object Away From Another Object(s)

I'm working with C# in Unity, and I'm making a top-down space shooter game in which there are many different AI-controlled ships flying around. The problem is that these ships often fly on top of one ...
3
votes
1answer
181 views

Dodge different type of obstacles

I'm writing a 2D game where the player has to kill a Ninja. This Ninja is coming closer with a constant speed chasing the player. The Map has some static obstacles like stones no one can pass. The ...
3
votes
3answers
456 views

Steering behavior using nodes

I've started rewriting some of my code (npcs, navigation and such) and I need some help with my new navigation system. Basically the way it works is: the game generates a random dungeon. For example: ...
3
votes
0answers
95 views

Arrival Steering Behavior stop before reaching evader

Im doing steering behaviors and trying to stop before reaching the evader. Instead of reaching the evader at its center, I need it to stop before. I cant seem to figure this out though. My code is ...
2
votes
1answer
69 views

move toward object and transition to circling around it.

While it's easy for me to get a object circle around another and move toward it, i've got a few problems I couldn't find a solution to, yet. Ill go here as follows: I) description of scenario II) ...
2
votes
2answers
1k views

How can I combine chasing and obstacle-avoidance in a steering-based AI?

I'm developing a top-down game in XNA with enemies that wander until they are within range of a player, at which point they begin chasing the player. This works, but I also want them to avoid ...
2
votes
1answer
87 views

Framerate Dependant Steering Behaviour

I've been studying steering and flocking behaviors, if not directly from Craig Reynolds work on Steering Behaviors For Autonomous Characters (http://www.red3d.com/cwr/steer/). I understand the basic ...
2
votes
2answers
2k views

Best 2d AI movement system

I'm creating a top-down rpg (no tile-based) using libgdx. Now I need to make enemies move on map with obstacles. What is the best approach to realize that? A*(I think, if enemy see player, he should ...
2
votes
2answers
3k views

Understanding the Seek steering behavior

I'm currently studying steering behaviors. Have recently learned about Seek. I have a question about this. Seek is supposed to turn the agent slowly in the direction of it's target, and then move in ...
2
votes
1answer
2k views

Conceptual - What is the optimal way to combine steering behaviors with rigid body physics?

I am working on a simple 3D space simulator that makes use of the Bullet physics engine. The spaceships are rigid bodies that have a mass and hitbox so that they can be considered for collisions. At ...
2
votes
1answer
500 views

Wander algorithm for a maze [duplicate]

I am making a multiplayer coop FPS game. I have created the first monster with it's AI. I have worked out the A* algorithm for the level based on the triangles of the walkable mesh. So I can already ...
2
votes
1answer
149 views

How to implement swooping movement?

I am trying to code some swooping behavior for a flying enemy in my 2D platformer. The ideal behavior has the enemy starting from an arbitrary height above the ground, then accelerating downward and ...
2
votes
1answer
84 views

Steering evaluate fitness

I've made a simple game with a steering model that manage a crowd of agents. I use an genetic algorithm to find the best parameters to use in my system but I need to determine a fitness for each ...
2
votes
1answer
60 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 ...
2
votes
2answers
291 views

How to stop Follow Path steering behavior when reached target?

I'm using libgdx Follow Path Steering Behavior in my top-down game. When unit reaches the end of the path, it goes to the start (not directly, but following path), then to the end and so on. How to ...
1
vote
2answers
772 views

Change AI steering behavior's direction to 8 directions

I am making a 2d soccer game, all players move in 8 directions, so I need to convert AI steering behavior(like arrive and pursuit) into 8 directions. Here are three example situations: Player(now is ...
1
vote
1answer
215 views

How can my entities avoid walking on certain tiles?

In my tile map, created with 'Tiled', I placed some tiles that need to be avoided by my mobiles. Tiles like water or obstacles. The entities "wander" in the map, choosing random directions, and their ...
1
vote
2answers
123 views

How can I make an AI agent avoid screen edges?

I'm programming an AI agent and I want them to avoid the screen edges. I've been considering using either the obstacle avoidance or the fleeing behaviour. Do either of these make sense? How should I ...
1
vote
1answer
260 views

Confused about calculation of steering force

I'm reading Programming Game AI by Example, by Mat Buckland. What I don't understand there is why the individual behaviors return a vector representing change in velocity, but the combined result is ...
1
vote
2answers
464 views

How would I go about implementing a collision avoidance check, avoiding moving objects from multiple directions?

So I'm making a testbed for an AI actor(ship). It's a simple asteroids game using an AI controlled actor. I'm doing this using VS, monogame. I have implemented a simple steering behaviour using a ...
1
vote
1answer
102 views

Steering behaviors: how to flee then go back towards the hunter?

I have implemented a Wander and Flee steering behavior and it works like this: When the entity is not hunted by anything it wanders around. But when it is hunted by the player it will flee away from ...
1
vote
1answer
542 views

FollowPath steering behavior

I'm having a problem with AI movement in my top-down game. AI builds path and than moves using libgdx FollowPath (this problem is still actual) steering behavior. I have some solutions, but can't ...
1
vote
1answer
220 views

Is reinforcement learning overkill for a vehicle steering bot?

I'm slightly familiar with the reinforcement learning (through this edx.org MOOC). Also I'm aware of reactive planning technique. I want to write a vehicle bot for a racing game, where cars have to ...
1
vote
1answer
785 views

Obstacle Avoidance With Walls in C#

I'm trying to do some obstacle avoidance. Yet somehow something is not going quite well. I've used the book "Programming Game AI by Example" to create a simular function in c# in combination with XNA. ...