The design and/or logic of how an in-game entity makes decisions about its behavior.
0
votes
0answers
54 views
Monte Carlo Tree Search for simultaneous multiplayer game
I am developing AI for bomberman and i want to implement monte carlo tree search. I read that MTCS can be applied for simultanous multiplayer game. Problem i have is that i dont know how to implement ...
-4
votes
1answer
52 views
Adavanced AI with waypoint system [closed]
I'm just asking for an AI script. What I pretty much need it to do is to allow the enemy to patrol an area, and once the player hits its aggro bar, it will chase him/her until the player runs away; ...
2
votes
4answers
202 views
Making enemy boss movement better than just moving randomly
I am making a game where I have a player spaceship on left side and an enemy spaceship (boss) on the right. I need some ideas on what my enemy should do.
If I move my enemy down and up, down and up, ...
2
votes
1answer
62 views
Finding moves with multiple jumps in checkers
I'm currently working on a minimax implementation for a game of checkers in C#. The minimax itself works fine if you ignore a few bugs I've yet to fix, but I'm having some problems finding a way I can ...
1
vote
0answers
38 views
How to predict future location of a Car in a Navigation Mesh based pathfinding system?
I am developing a car based shooting game in which the Cars have to shoot each other 3/4 times and eliminate it from the game.
I am trying to develop the AI for my cars now. The problem is how can I ...
5
votes
3answers
136 views
Minimax for Bomberman
I am developing clone of Bomberman game and I am experimenting with different types of AI. First I used searching through state space with A* and now i want to try different approach with Minimax ...
4
votes
2answers
206 views
AI system recommendations for a Hive mind system
Im currently starting to work on a game project where a player will be faced against an enemy which has a hive mind. I was wondering if anyone could recommend an A.I system which I could use as at the ...
-1
votes
0answers
44 views
Sprites failing to Update [closed]
I have a simple 2D top down survival game where the player simply has to 'run away'/ not collide with the enemies on screen for 30 seconds each round.
After every increment in level the number of ...
-3
votes
0answers
49 views
3D polyworld neural networks [closed]
I'm trying to write a 3D polyworld type game.
http://www.youtube.com/watch?v=RvcwuzeoQR0
This is a good example if you haven't heard about it.
I was wondering if you have 1,000 creatures each who ...
6
votes
0answers
136 views
Path Finding for an Arena based map in 3D using NavMesh
I have a 3D arena map (consider a small island surrounded by water on all sides) for a multiplayer Tank fight game.
The moveable areas are marked using a Navigation Mesh made by the Arena designer.
...
6
votes
4answers
444 views
Machine Learning in AI for benefit analysis round to round in a rummy like game
For fun I am building the game 5 crowns. Well I've gotten to the point where I am implementing the rules for the computer players.
I've found that my decision tree has so many nodes on it that I ...
1
vote
1answer
135 views
A.I. dependencies based on components
I'm working on a turn based game in Unity. I need to perform field/grid analysis(2D grid) when i'm iterating trough each unit "entity". The A.I. should be able to plan ahead and therefor needs to ...
1
vote
3answers
181 views
One AI object for each npc
Let's think for a moment a game where you'll have around 1k npcs, each one has to take its own decisions. Should each one has an object that decides what to do, or maybe exist one to process every ...
3
votes
2answers
110 views
Behavior Tree Iteration Rate
How is a Behavior Tree iterated in a game? For example, let's assume you have an extremely large Behavior Tree with about a hundred Actions/Conditions. If we were to run one action or condition ...
2
votes
1answer
78 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 ...