The design and/or logic of how an in-game entity makes decisions about its behavior.
5
votes
1answer
48 views
AI pathfinding in mostly-free space
I'm working in an action/strategy proyect. Consider it a RTS game. The game is in 2D (with LibGDX), and I have a lot of soldiers moving along. Now I have to implement the AI. Let me say some things ...
-2
votes
0answers
49 views
The Game of Games - Chess Master vs Backgammon Master, who wins? [on hold]
In the childhood we used to prank each other with such silly questions - is a crocodile greener then longer? Or is the sugar sweeter than salt salty?
Now when I grew up I still love playing games and ...
1
vote
0answers
49 views
What is the best way to implement AI Player on Quiz Game? [closed]
I need to implement a AI Player on a Quiz Game. The quiz is based on Jeopardy! TV show.
I was thinking about what is the best manner of create a simple but usable AI algorithm to play with machine.
...
0
votes
1answer
44 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 ...
0
votes
2answers
62 views
Fixing enemy behavior state machine in Unity
I'm working on a state machine for my game's NPC.
The only thing I can't to get work properly is the hit sequence.
The hits register. What I would like to happen is for the attack sequence ...
0
votes
1answer
85 views
Improve (adding randomness) minmax algorithm for Connect Four
I have implemented the minmax algorithm for the Connect Four game. It works well (almost...), but if the player does the same moves, the computer will do the same moves as well, for each match. There ...
0
votes
1answer
44 views
Collision Detection in Wander behaviour
briefly, this is the overall look and feel of my game:
I have a player and I have an enemy in my map. i tried to learn collision from SaladRaider Youtube channel. collision using chasing method works ...
0
votes
0answers
44 views
Faulty AI for Connect Four game
I'm trying to implement the mixmax algorithm (without alpha-beta pruning yet) for the AI for the Connect Four game.
I know that there are a lot of papers with the best rules to handle this kind of ...
2
votes
1answer
51 views
Given a 3d goal point and a turn rate in radius, find max speed to reach goal
I'm working on a 3d space sim with AI agents flying ships through space. I am trying to get them to follow a waypoint path nicely, which involves figuring out how fast they can be travelling and still ...
0
votes
1answer
46 views
How to configure A* for large 2D Grid based pathfinding, where paths could be long or short?
I thought A* was Optimal, meaning I'd always get the quickest path.
I have written a generic Pathfinding implementation here:
...
0
votes
0answers
37 views
Goal keeper AI with animation
I'm working on football simulation game. I am trying to implement Goal keeper AI. I did calculated ball trajectory and intersect point. I wanted to Goal keeper to dive to the interaction point and ...
13
votes
2answers
616 views
Good way to handle offscreen AI?
For example sake:
Let's say there are 10 rooms in the world.
And let's say the world is inhabited by 10 entities.
And each entity has it's own "daily routine" where it performs
certain actions in ...
2
votes
1answer
82 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 ...
2
votes
2answers
131 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 ...
0
votes
1answer
30 views
Move an enemy towards the player in pygame
I set variables for the distance between the enemy and the player along the x-axis and y-axis. My plan is to move the enemy along the hypotenuse formed by y and x-axis line at a constant speed. The ...
6
votes
2answers
617 views
A* pathfinding for dynamic obstacles and player made blockages?
Hi I'm creating a TD in Unity 5 and need some help with my Pathfinding.
I'm going to use Arons A* pathfinding for my AI which enables me to use dynamic objects and update the path during run-time. ...
1
vote
3answers
126 views
AI Random Path Genenrating
I would like to make an enemy walk randomly around a map I have made and if the player is in his zone of sight the enemy to change state to attacking/following. So how would I accomplish something ...
0
votes
2answers
57 views
I need an object to move towards an moving object in Unity2D (javascript)
I am trying to make an AI that tries to move towards the player but I don't know how. I tried using Vector2.MoveTowards() but it just mimics my movements instead of moving towards the player. I tried ...
0
votes
1answer
41 views
How to get a Vector2 location of an object? (Unity2D javascript)
I need to make an "AI" that makes a ball try to touch the player. But Vector2.MoveTowards()needs a Vector2 variable but how do i get the location of an object?
0
votes
0answers
41 views
Using unity's car ai for enemy tanks or creating a simple vehicle ai?
I'm creating a simple game that you are a guy with anti tank / rpg-7 and you have to destroy waves of enemy tanks and jeeps that come toward you.
Do you think it is an overkill to use unity's car ai ...
2
votes
2answers
52 views
Creating a path including loops and spirals
I have a paper airplane that I would like to take a "random" path towards its destination based on the game layouts size. I want it to include spirals and loops and gliding a little back and forth.
...
1
vote
0answers
100 views
How to target moving object in 2D game
I am working on targeting system for 2D game. Two objects move in space.
Each one have Position and Velocity vector. Ship object shoots moving objects in space. Ship can shoot in any direction, but ...
-1
votes
1answer
82 views
Creating chess like game AI [closed]
I want to create a AI for chess like game.
Could anyone point me to sources of information what should I know before implementing anything like that.
Some details about the game. There are 5 figures ...
0
votes
1answer
96 views
AI for Minesweeper like game
I am currently developing a Puzzle/RPG game which works a little bit like Minesweeper.
You have a Field of Tiles and 2, 3 or 4 different colors from which you can choose. Now you have to uncover tiles ...
0
votes
2answers
52 views
Calculating pitch angle to hit a target using a projectile that has fixed speed
I am trying to calculate a vertical angle needed to hit a target at [distance, elevation] 2D coordinates relative to shooter given a fixed projectile
velocity, air drag and gravitational ...
0
votes
2answers
59 views
How to get a turret to shoot at player in a shmup
I'm developing a basic vertical shoot em up on the DS and am trying to get stationary turrets to shoot at the player in a shoot em up. Early on I simply had them shooting in fixed 8 directions N, S, E ...
0
votes
0answers
31 views
Does the LibGDX AI extension work on IOS?
Does the LibGDX AI extension work for IOS? Here it does't show how to add it to the IOS dependencies. I don't have an IOS device but I want to release my game for IOS. I just don't to finish my game ...
2
votes
1answer
87 views
2D LibGDX Collision Avoidance [duplicate]
I would like to know what is the best way to implement collision avoidance and eventually pathfinding in a LibGDX 2D top view game. Think of "Binding of Isaac".
I use a sort of tilemap to place the ...
2
votes
1answer
90 views
Determine if AI can traverse a given spline
I have some AI Agents that I want to navigate along a spline. The agents have a speed and a maximum turning radius. For some splines the curvature is too tight for the AI agents to navigate around and ...
0
votes
1answer
52 views
How to fetch unit coordinates for AI?
I have been designing a simple turn based Civ-like game over the last two days with libGDX to test myself. I have a units class that can be extended to make unit types and I have my game board set ...
0
votes
0answers
49 views
Grid Based AI Pathfinding [duplicate]
I'm creating a top-down RPG and I have the movement system set up for the player character - it is alike to Pokemon in the movement sense in that it looks smooth but it is aligned to a grid. Since I ...
1
vote
1answer
169 views
Kart Racing Attack AI
I am developing a kart racing game. In it, the players fight with each other while racing.
There were several ways I tried to add attack AI to the enemies and the player.
When the user clicks on ...
3
votes
1answer
87 views
How do I make an AI that stays at a distance from the player act correctly when cornered?
I am working on a few different AIs for a tile-based game. I'm trying to figure out one where that tries to keep a certain distance from the player. So if distance becomes small, move away.
The whole ...
3
votes
1answer
88 views
Collaborative Diffusion vs. A* for loose armies combat: any clear winner?
Collaborative Diffusion (CD) takes a lot of the work that A* does and combines (writes) it cheaply for multiple agents to read cheaply. This is because the majority of CD's processing works via a ...
-2
votes
2answers
61 views
In XNA, how do I make a sprite move towards another?
I am making a shoot-em-up with a player-controlled sprite with a gun:
I have most of the game working, but I have gotten to the point where I need to load in the enemy characters and make them move ...
2
votes
1answer
115 views
Neural Net Controlled Car
I'm trying to make an AI car controlled by a neural net.
I saw this two videos: Neural Network Demo and Q Learning and neural network in 2D car driving and I want to replicate that.
I already have ...
6
votes
2answers
1k views
How to design AI to understand its selling decisions?
I am programming a game where there are 4 competitors (players) who have finished goods that they can then sell to given markets for which they have (at most a single) contracts for. Any finished ...
3
votes
1answer
151 views
Determine if an object is inside a ship's turn radius, rotation via torque
I have a 3d space game where all ships move around using physics. I am trying to determine if a given object is reachable by a ship at a given velocity and turn radius. I believe the formula for turn ...
2
votes
2answers
121 views
AI for Shogi, dealing with high branching factor due to drop rule [closed]
I'm writing a Shogi program with a computer player in Java from scratch as my undergradute
dissertation project. Due to the drop rule, when the computer player captures a few pieces, the branching ...
2
votes
2answers
119 views
How can I keep AI from getting stuck on each other?
I'm currently working on AI and, as stated above, I'm having trouble figuring out how to keep the AI from getting stuck on each other.
More specifically, I'm working on two different behaviors for ...
0
votes
2answers
899 views
Unity 2D - Object following target instead of moving towards it
I'm making a 2D game with Unity that's based on avoiding/evading enemies.
The problem i'm facing right now is i can't get the enemies to move towards the target/player, but instead they follow it. So ...
0
votes
2answers
76 views
Is there any easy way to understand the Alpha Beta for Othello?
I'm stuck with coding the Alpha Beta algorithm for a console-based game I'm developping at the moment. I tried to understand how it works for a week but still no idea how to get started with it.
Here ...
0
votes
0answers
86 views
unity3d - AI terrain detection
My goal is to have my animals walk around within a certain range. Everything works except for when it comes to the y axis. I can choose a position for it to walk and it will go there but I have no way ...
1
vote
0answers
50 views
Real Sight in AI [closed]
I recently came across this blog post about an experiment in neural networks and was very intrigued by this section:
The primary input to the brain comes from a pair of compound eyes, each ...
1
vote
0answers
143 views
Recursive backtracking sometimes missing a tile?
I have a basic recursive backtracking alghorithm for a maze. It pretty much works but ocasionally leaves some tiles in the corners untouched. This is the recursive function:
void ...
1
vote
1answer
2k views
Unity - Basic AI Enemy Follows Player - Prevent Flocking Of Enemies Together
I'm in the process of implementing a 2D top-down shooter game. I have a basic AI script that allows enemies to follow the player around. Currently it works fine for one enemy, but as soon as there are ...
0
votes
0answers
33 views
Block LOS tool texture triggered with door. Source engine, Hammer editor
I have problem with tool texture Block LOS. https://developer.valvesoftware.com/wiki/Tool_textures
I want to use on doors, triggered when door is opened/closed, but I can't find right documentation. ...
1
vote
0answers
138 views
Is there any popular AI game engine? [closed]
Is there any sophisticated game AI engine that can save time on AI implimentation and provides strong and clever AI? The game genre is strategy, so AI should be strong. The game in some aspects is ...
1
vote
1answer
83 views
Using Chromosomes to Go from Input to Output in Genetic Algorithms
Lately I've developed an interest in AI and genetic algorithms. Specifically, AI that learns to do something completely on its own. For example, play a video game. I've seen AIs that start out playing ...
5
votes
1answer
279 views
Elegantly simulating NPC movement in inactive areas
My AI is utility-driven in a similar pattern to The Sims, where all unique behavior is coded into interactable objects, and the only thing an NPC does is decide which object they wish to use, path to ...