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

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3
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1answer
101 views

What physics and pathfinding is used for a 2D top-down rpg game?

Im planning to develop a top-down oblique mobile game. But there is a question to my mind I need to confirm before I start. In the list below is my predicted ideas and questions. If I'm working on ...
0
votes
1answer
47 views

How to create follow leader behavior?

Assume that this behavior has Separation behavior. I tried to implement the FollowLeader behavior from this article. In the code below is my working implementation. But there is a problem, when I ...
0
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1answer
75 views

How to make the AI Chase in Multiplayer

Im Currently develop a little Dungeon Crawler. The Singeplayer works fine, but it also should have multiplayer so i implemented it. But there's one problem. I have no idea how to make the AI chase the ...
8
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3answers
2k views

What should be created first in a video game? [closed]

When starting developing a video game, should one focus on creating the environment (buildings, trees, mountains etc) first or the AI (Playable character, NPCs etc)?
0
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0answers
34 views

Unity 3D - Sports teammates AI positioning

We are currently developing a "pok ta pok" (The mayan ball game), and we are trying to solve the part on which the team players position themselves and move according to their position zones and the ...
1
vote
0answers
35 views

Efficient way of training a chabot AI

I am currently working on a chatbot game using Python 2.7.10. I use the Chatterbot library. This library seems to do all I need but the training data (or corpora) are very very limited. I haven't ...
0
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1answer
29 views

Unreal - AI's can't target buildings

After following some of the Unreal tutorials, I was able to create an AI that tracks the player. Now I want it to target specific buildings. I have tried various methods of modifying what was ...
0
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2answers
75 views

Chatbot AI game

I was looking into getting started with AI and machine learning. As an excuse I wanted to try and make a chatbot centred game. The idea would be to have the player stuck with a chatbot and only be ...
2
votes
2answers
99 views

How to avoid 2d enemy to see through walls

I am using RayCastCallback to detect the line of sight. So I the enemy avoid seeing the player through walls, problem is there's a limited field of view. So I added another two rays to the left and ...
0
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1answer
29 views

Having issue having AI move after changing directions

I've frankenstein'd together an AI script for the enemy to chase the player once the player enters the AI's collider. If the player's X is lower than the enemy's X aka he's on his left the enemy turns ...
1
vote
1answer
38 views

AI: dealing with movement driving the same inputs as the player

My AI design is pretty simple. I have different entities that can be possessed either by the player or the AI. Those entities have an "Input" component that holds the states of the actual inputs, like ...
1
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3answers
158 views

What is the difference between Non-Player Characters and Enemy Characters?

Non-Player Character also known as NPC is a character that is controlled by a computer itself with an Artificial Intelligence and friendly behavior. (Ex. Merchant, Blacksmith, Pet) Enemy ...
2
votes
1answer
174 views

Machine learning to improve strategy game AI

I am currently working on a simple strategy game as a hobby and I am starting to think about designing an AI to add opponents in the game. The idea behind the game is that you are a space explorer and ...
3
votes
1answer
121 views

How to do multi-agent 2d pathfinding when agents can block each other?

I recently restarted on my long time game development project and had a few questions about how to improve my games AI. I am a little stuck on the best way to implement my Enemy path finding when ...
1
vote
1answer
41 views

Dealing with AI in a simple strategy game

Hi I am currently working on a small real-time strategy game. The game consists in discovering and exploring planets to get knowledge and resource points. Every Unit of Time (UoT) in the game those ...
0
votes
1answer
67 views

Finite State Machines for Enemies (AI vs. Entity States)

Finite State Machines are a great tool for simplifying a system where an Entity has many states it can be in with different conditions that determine what state to transition to. This works well for ...
0
votes
1answer
107 views

Platformer AI Jump Calculation

Thank you for taking the time to read my question, I will try to keep it as concise as I can. I am making a 2D-platformer game. I am in the process of programming AI that can intelligently traverse ...
0
votes
2answers
103 views

Fire Emblem/Advance Wars/Turn Based Strategy like Artificial Intelligence

I have made a Fire Emblem/Advance Wars like game, and I was wondering if there are any particular techniques in the AI's in those games. I was wondering how to let the AI make the best decisions. I ...
0
votes
1answer
94 views

JavaFX snake game AI

I am trying to add an AI simulated snake to my snake game that a player can play against. So far I think I do get the concept of how to do certain things but snake should be able to find the nearest ...
3
votes
2answers
218 views

How would intensive AI pathing be done server-side in an MMORPG?

Take WoW or Runescape for an example. You have an incredibly large map, filled with cities and forests, each filled with people and monsters. Monsters roam around an area at random that is 25x25 ...
2
votes
1answer
103 views

How AI is balanced across different type of races in RTS games?

There are some real-time strategy games (like StarCraft 1 or 2) where AI needs to be balanced across different type of races (in SC it's Protoss, Terran, Zerg), so despite they've different type of ...
0
votes
1answer
127 views

Howto 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 ...
1
vote
1answer
40 views

Interrupt on behaviour tree

I'm using a custom Behaviour Tree library (not UDK or any other engine) so I'm wondering on the best way to cause an interrupt to a currently running node. I don't have decorators or parallel nodes in ...
0
votes
1answer
93 views

Is it possible to embed a chatbot AI in a game?

Is it possible to embed the AI used in evie cleverbot into a game? For example GTA5 or Sims, to enabe conversations and mood that is if you type something and the game characters will react to what ...
0
votes
0answers
75 views

Algorithm for 2d AI aiming to compensate for gravity

In a 2d side-view scenario I have two riflemen aiming at each other. By normalizing the x and y difference they know the direct path to the enemy. However, gravity will pull the projectiles downwards,...
1
vote
2answers
98 views

How to use GdxAI with libgdx ashley ecs framework?

I'm planning to use GdxAI Telegraph in GdxAshley ecs framework, my problem is how I'm gonna create a telegraph component if I wanted to dispatch a message? I have created AIComponent and AISystem. ...
1
vote
2answers
43 views

Best way of approach? Mob moving around a section of tiles

Think the beginning stages of Metroid, where there would be a turtle-like mob that would move around a section of tiles, normally 1-3 in a line. What would be the best approach to accomplish this ...
1
vote
1answer
37 views

Looking for a complete information game slightly more complex than Tic-tac-toe [closed]

I am testing various rating systems (Elo rating and some alternatives). I need a"world" with computer players participating in championships. Computer players are characterized by two parameters: (1.1)...
0
votes
1answer
56 views

Is Rete an efficient algorithm to implement a system that allows NPCs to make decisions based on their world views and inner state?

I'm developing an AI "mind" engine, which allows NPCs (non playable characters) to think and make decisions, based on their view on the game world, and their own inner states (in the future I may add ...
1
vote
1answer
105 views

given the position and velocity of an object how can I detect possible Collision?

I'm trying to detect Collision between autonomous moving objects and steer direction if collision is detected. so far I've been following a tutorial and I'm having a hard time to fully understand how ...
3
votes
1answer
60 views

Multilevel 2D grid graph and A*

I've coded up a little grid based dungeon game. Everything working quite nicely in a Tile[,]. The AI uses basic GOAP for tasks and A* for moving around. Tile reachability is done using a floodfill. ...
1
vote
1answer
112 views

How should my creatures see the world?

This may not be the best forum for this question, but I know a lot of you have dabbled in the field of general AI for games so here it is. I'm doing the cliche population evolution of creatures in a ...
0
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0answers
11 views

Should the Sprites in my Boids implementation be backed by model objects?

This question is about the proper way to architect an implementation of Craig Reynolds Boids algorithm. I have an Agent object like this: struct Agent: Equatable { let identifier = ...
4
votes
2answers
118 views

Object outlining

I have an object whose boundaries can be define using a convex collider. I have an AI which needs to outline that structure to patrol it. The object is dynamic and composed of pieces like LEGO, each ...
1
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2answers
169 views

How to make Pong ai paddle?

I'm trying to make an ai so the paddles will move to position before the ball reaches it. I'm not sure how to go about it in this case. Here's the game http://cssdeck.com/labs/ping-pong-game-tutorial-...
0
votes
1answer
57 views

AI parameters for Tetris like game

I am building an AI to play a variation of Tetris. The rules are changed in that there are 19 different types of pieces, rotation is not allowed, and the pieces can be placed anywhere in a 10X10 grid. ...
1
vote
0answers
135 views

Transposition Table/Alpha-Beta Implementation

I got the following problem. I have implemented transposition tables, which seem to work well or at least I can not see they are not working. Additionally, I wanted to implement some move-ordering. ...
2
votes
0answers
61 views

Movement & arriving using forces

3D. Given a point mass m, inital position p0 initial velocity v0, and a desired location d, how do I apply forces (with magnitude no greater then fMax) to move m to d and stop. I know how to apply ...
0
votes
0answers
48 views

AI: Turn-Based Movement with 2 actions per Unit

I am currently building a turnbased tactics game. The Board is a small (about 4*6) tiled grid. The AI plans all moves of its units, each unit can move 2 times move and attack or attack at ...
1
vote
1answer
34 views

How to ensure a condition in a behaviour tree when processing followin nodes?

Exmaple Tree (Source): As far as I understood, a sequencer iterates over the children until one failed or all are successful. If one children returns "running", the sequencer will start to process ...
2
votes
1answer
87 views

How can I model AI Interactions across the entire game world without computing them individually? [duplicate]

I'm making a 2D top-down tile-based game in C++ using SDL2. The game uses a very large world map (think Dwarf Fortress). My world terrain is generated using a noise function, another function is ...
0
votes
2answers
189 views

Unity3D - Smooth rotation for seek steering behavior

I am trying to implement Reynolds' seek steering behaviour, but I am having problems on the rotation part. This is what I have: void FixedUpdate() { // get position of current waypoint ...
0
votes
1answer
64 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. steering_force = ...
9
votes
3answers
241 views

How do I calculate paths for objects with limited acceleration?

For example, say I have a car and a car has a specific minimum turning radius and I want to drive that car from point a to point b, but the car isn't facing point b. How do I compute a path to point ...
0
votes
1answer
59 views

How to search for a visible player?

I've an enemy static tank with a "rotable" cannon turret. I would like to rotate it in the player's direction . How to implement it ? I've thought something like void Update { SearchForPlayer(); ...
4
votes
1answer
439 views

How to implement a Behavior Tree (preferably in Unity 3D)

I have a state machine I want to implement as a behavior tree. I now have an understanding of how they work but I can't seem to find a full implementation of one. I have implemented a simple one using ...
4
votes
1answer
156 views

How do I get A.I. that follows a list of movement commands to move smoothly in a tilemap based game?

This is for a school project so it's not intended to be sold/fun/or a complete game, rather just a demonstration of stuff we've learned without resorting to frameworks and stuff. My ai agents choose ...
0
votes
0answers
58 views

Basic chasing AI - deciding speed

We're working on a simple game where the player is pursued upwards by a malicious entity. I'm not sure on the best way to go about doing this, taking into account the following points: This is a 2D ...
1
vote
1answer
247 views

Libgdx and gdx-ai: How to implement wander behavior?

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: public ...
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votes
1answer
98 views

Choosing AI strategy

How would I choose to design an AI that would know the rules of the game, however not know the game world before hand? Given fx. a Sokoban game, I could teach it using Reinforcement Learning to play ...