The design and/or logic of how an in-game entity makes decisions about its behavior.
3
votes
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
votes
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
votes
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
votes
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
votes
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
votes
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
votes
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
vote
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
votes
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
vote
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 ...
-1
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 ...