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.

89 questions
21
votes
8 answers

How to code an artificial neural network (Tic-tac-toe)?

I want to play Tic-tac-toe using an artificial neural network. My configuration for the network is as follows: For each of the 9 fields, I use 2 input neuron. So I have 18 input neurons, of course. For every field, I have 1 input neuron for a piece…
caw
  • 30,999
  • 61
  • 181
  • 291
19
votes
8 answers

AI algorithm for "RaceTrack" game

does anyone know (or can suggest) a good algorithm for an AI for the RaceTrack pencil-paper game? since you have 9 possible choices in each step and you need to look at least 6-10 steps ahead to decide on a good strategy, bruteforce is getting very…
Mat
  • 567
  • 8
  • 24
17
votes
3 answers

AI for a Final fantasy tactics-like game

I am implementing a small grid based, turn based strategy in the lines of Final Fantasy tactics. Do you have any ideas on how i can approach the target selection, movement and skill selection process? I am considering having the decisions…
Xtapodi
  • 277
  • 4
  • 9
15
votes
1 answer

How do I adapt AStar in Godot to platformers?

I've been looking for a robust method of pathfinding for a platformer based game I'm developing and A* looks like it's the best method available. I noticed there is a demo for the AStar implementation in Godot. However, it is written for a grid/tile…
Matthew
  • 768
  • 1
  • 11
  • 25
10
votes
2 answers

Q-learning in game not working as expected

I have attempted to implement Q-learning in to a simple game I have written. The game is based around the player having to "jump" to avoid oncoming boxes. I have designed the system with two actions; jump and do_nothing and the states are the…
Jack Wilsdon
  • 6,706
  • 11
  • 44
  • 87
7
votes
4 answers

Connect 4 with neural network: evaluation of draft + further steps

I would like to build a Connect 4 engine which works using an artificial neural network - just because I'm fascinated by ANNs. I'be created the following draft of the ANN structure. Would it work? And are these connections right (even the cross…
caw
  • 30,999
  • 61
  • 181
  • 291
7
votes
1 answer

Game programming ai: scaling walls to find a player?

I have been working on this artificial intelligence method for a while. It basically has an int for each direction the enemy could go if a wall were blocking his path to the player. This doesn't work in most cases. Sometimes the enemy will go…
ceptno
  • 687
  • 2
  • 6
  • 28
6
votes
1 answer

Flight game AI algorithm?

Greetings all, I am in the designing phase of one of my hobby project.I am going to develop an 3D air-combat game . (inspired by HAWX). But I am wondering how the AI works for enemy crafts ? I guess ,they do not move along a path (path finding on a…
Ashika Umanga Umagiliya
  • 8,988
  • 28
  • 102
  • 185
6
votes
2 answers

Artificial intelligence libraries

I am looking for C and C++ implementations of artificial intelligence algorithms useful in games. Some of the ones I am most interested in are reinforcement learning algorithms, genetic algorithms and neural networks. Any others are interesting too,…
5
votes
3 answers

Building placement in a 2D discrete game

I am working in a grid-universe - objects only exist at integer locations in a 2 dimensional matrix. Some terms: Square - a discrete location. Each square has an int x and int y coordinate, and no two squares have the same x and y pair. Adjacent: A…
T.K.
  • 2,229
  • 5
  • 22
  • 26
5
votes
2 answers

AI for enemy in SpriteKit

I have been making a game in sprite kit for some time now. I have added enemies and am wondering how I can control them around the map using AI(just like in any other game). What I want is for the enemy to wonder around the TMX map, turning corner…
user3038404
  • 331
  • 5
  • 14
4
votes
1 answer

An API to do game AI research in shooters

I'm looking to do a machine learning related course project. I'm basically looking for a framework for a top view 2d shooter game, and apply machine learning algorithms to it. There is a framework available to do research in car racing, called…
Karan
  • 11,509
  • 8
  • 34
  • 38
4
votes
2 answers

Representation and heuristic of Connect6 game in Prolog

I want to represent game connect6 wiki (maybe predicate stone(P, X, Y), where P is player, X,Y are coords would by good). Also I want to use any good heuristic to solve the problem (to make opponent). Can you give me a hint to any article about game…
Martin Pilch
  • 3,245
  • 3
  • 38
  • 61
3
votes
3 answers

How to use MinMax trees with Q-Learning?

How to use MinMax trees with Q-Learning? I want to implement a Q-Learning connect four agent and heard that adding MinMax trees into it helps.
Vadiklk
  • 3,696
  • 5
  • 28
  • 44
3
votes
2 answers

Representing a 2D map of doubles in as few "parameters" as possible

I am working on a turn-based-game AI using a neural-network technique known as NEAT. I am attempting to train a network that can move around a two dimensional (X&Y coords) space given a variety of values that are stored in what is effectively a two…
Aidos
  • 2,753
  • 3
  • 27
  • 31
1
2 3 4 5 6