Questions tagged [ai]
The design and/or logic of how an in-game entity makes decisions about its behavior.
830 questions
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Enemy movement system on a 2D grid (Zelda-like)
I’m trying to implement a top-down Zelda-like enemy movement system. Consider a screen of x tiles wide by y tiles tall, each tile being 16x16 pixels.
I’m not asking for code here. I’m asking for ...
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Structuring Actions in Utility AI
I'm building a grid turn-based game, and I have a couple of questions about Utility AI that I can't wrap my head around for a couple of weeks.
Suppose we have a unit that can move X tiles and attack ...
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Utility AI Action Atomicity [duplicate]
I have a question about action atomicity in terms of Utility AI.
Let's say my unit has a melee attack and a default movement ability.
When I evaluate different actions that my AI agent can perform, ...
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How to Evaluate Chained Actions in Turn-Based AI Without Duplicating Logic?
I'm looking for advice on designing the architecture of my turn-based game.
Suppose units have different abilities—various movement types (run, teleport, charge in one direction, etc.), different ...
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How to Balance Enemy AI to Provide a Challenge Without Frustrating the Player?
In game development, enemy AI plays a crucial role in shaping the player's experience. If enemies are too predictable, the game feels boring; if they are too precise or aggressive, it can become ...
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Enemy moves away from player rather than towards
"enemy" node script:
...
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Do behavior trees save state?
I'm trying to teach myself how to use the behavior tree design pattern. I think I understand
most of it, but am not clear if the tree is supposed to save the current state or not.
In the below tree, ...
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Is there a way to determine if a Nav Link Proxy is encountered while finding a path between two points in Unreal Engine?
Problem definition: I have an AI (zombie) that is destroying a special object to reach a specific location. The object is stored as a blackboard value and is a child actor of a NavLink(To trigger ...
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How to make an enemy able to walk on walls in Unreal Engine?
I'm working on my 1st title called Infernal,
and I'd like to make the enemy able to walk on both ground and walls.
For exemple: let's say the enemy is running towards the player and he gets shot. ...
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Turn-Based Cardgame Player vs AI with Monte Carlo Tree Search
I'm currently developing a turn-based card game where you play against an AI opponent. Both you and your opponent have a certain deck of cards at your disposal, and the rules of the game apply to both ...
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Strategies for making NPCs respond to player queries based on the NPC's knowledge or activity
I'm developing a finite state machine AI where some interaction with the NPC can be made through a popup window with some choices. The image below shows how it looks:
The player (on the right in this ...
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Automatically setting the parameters based on player's ability
I work on a simple arcade game. The player controls a diver. The diver moves forward at a constant speed. The player can use input controls to move the diver up or down. Along the way, the diver ...
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How to Improve AI Decision-Making Between Chasing, Hiding, and Movement Speed
I'm working on an AI system in Unity where the enemy alternates between patrolling, chasing the player, and hiding behind objects. I’m trying to implement a system where the AI not only decides ...
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Grid-based pathfinding for a lot of agents: how to implement "Tight-Following"?
Note: the main problem has nothing to do with the TYPE of pathfinding algorithm (A*, flow-field etc), allow me to explain:
I have a 2d grid and a lot of agents moving around, I want it so that ...
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How can I make an enemy stay away from the player, but can still see it
I am making a game in Unreal Engine and I wanted to know how can I make an enemy always attack from a certain distance, however, the enemy also has to see the player.
I've reached a weird result where ...