Questions tagged [game-ai]

Artificial intelligence techniques applied to video games.

Artificial Intelligence in video games is often used to provide behavior for Non Playing Characters or NPCs. The topic is very broad, depending on the game type it can cover:

  • Environment Understanding
    • Visual Stimuli detection
    • Auditory Stimuli detection
    • Space analysis
  • Navigation
    • Path finding
    • Path following
    • Steering Behaviors
  • Knowledge Representation
  • Behavior Selection techniques
    • Finite State Machine
    • Fuzzy State Machine
    • Goal Oriented Action Planning
    • Behavior Tree
  • Multi-Agent communication
    • Group or Squad coordination
  • Tactics and Strategies
  • Animation selection
  • Feedback systems
  • Scripting systems

It generally does not cover topics such as machine learning and parameter optimizations. Since game designers usually want to give a specific experience to the player, we usually rely on techniques that allow designing the behavior rather than having them learned and have little to no control over the decision making.

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Sprite jumping around when i use resumeSchedulerAndActions

Ok I am attempting some AI stuff here and I have been following some Ray Wenderlich tutorials. I have some strange behavior going on. Maybe I am just doing this all wrong... but here you go. When a sprite is within 75 pixels of the target it…
Mike Owens
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Using Linear Coordinates to Check Against AI

I'm working on some artificial intelligence, and I want to be able for my AI not to run into given coordinates as these are references of a wall/boundary. To begin with, every time my AI hits a wall, it makes a reference to that position (x, y).…
Oliver Jones
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How to make correct PathFinding for large size entity in cryengine?

I have been confused by the pathfinding problem for a few days, it seems that the space between generated path and forbidden area are constant. I am really dry, and did not find anything relating to my question on official documentation. I have…
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Storing Node Coorinates for AI Paths

I am currently working on a game and have come into a bit of a problem. I am working on an algorithm that will create a path for the AI characters to follow in the game. It is a top down adventure game and the AI will choose a random location on a…
Grimey
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CPU Player VB.NET

So I'm developing a minesweeper flags game and the multiplayer version is all set up, but the single player version is still under developement. It's important to refer that I'm using a DataGridView, and I'm applying r = tab1.CurrentCell.RowIndex +…
joao
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A* pathfinding algorithm to identify entrances into current "room"?

Was looking for some online articles that might have a good idea or two in how to approach this but not finding much. Most of it deals with the various ways to generate and follow a path to a known destination type. Basically the idea is that you…
Alturis
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Tensorflow.js, How can I minimize the series-connected models each by each

I'm trying to make a chess-like game AI with 3 ANN models. when it runs the single minimize method with three models, it makes an error with Failed to compile fragment shader. message. I'm guessing it's too heavy to handle the three models at…
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Deep Q learning with CNN - How can l know if my reinforcement learning model is actually learning?

I am trying to train a bot in a game like curve fever. It is like a snake which moves with a really precise turn radius (not 90°), which makes random hole (where he can passes throw) and like for a snake game he dies if he goes out of map or hits…
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AI Wander how to weight wander to return to spawn point

I have a function that returns a random wander force for an enemy AI using perlin noise but I want to know how I can 'weight' it so if it gets too far away from its original spawn point, it will gradually turn around and return. private Vector2…
Hasen
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Unity AI doesn't take speed variable in regard when following GameObject

I am trying to make a Pong AI that follows the ball on the Y axis in order to defend from getting scored on. The problem is, no matter what value I set it's speed variable to, it will always go as fast as it has to in order to defend the ball from…
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Minimax algorithm for ConnectX not working as expected

I am currently following the Introduction to Game AI course on Kaggle Learn. This is my code for the exercise N-step Lookahead, but I could not get it to work. My agent cannot even do simple moves like blocking the opponent (random agent) from…
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Heuristic function ivalidating iterative deepening

For a Mancala game, I'm writing an iterative deepening algorithm. This is the code: public int optimize(GameState currentBoard) { List aiMove = this.getMoves(currentBoard.getNextPlayer()); double maxScore = 1e-30; int bestMove…
Edwin Carlsson
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How do I define my pool of Actions in such a way that they depend on variables in GOAP?

I'm attempting to implement GOAP in my game. The game is a simulation-type game that would not only benefit from GOAP, but is almost essentially a requirement based on the scope of what an agent can do. I have the following code. There's no planner…
NeomerArcana
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What does the C++ Behavior Tree code at the top of the BTSK mean where it says Behavior() : m_eStatus(BH_INVALID) {}?

I'm new to C++ programming and have been studying the Behavior Tree Starter Kit to build a new AI framework. I'm having a hard time understanding the Behavior Tree Starter Kit code. Given this C++ code for a Game AI behavior Tree, what does the part…
Eric Steen
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How game AI to locate, identify, and Target other game objects in unity

How can I get my NPC AI to locate all objects within X distance, identify each object and then be able to Target a specific object? An example being: The AI is in an area, and there are 4 objects within it's range. Those objects are 2 tree, a rock,…
TenseH
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