/r/gameai
Topics relating to the development and use of game AI. Note that this is often not real artificial intelligence but rather what has been referred to for decades as "AI" in games. Usually, that is variations on some form of artificial behavior.
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A subreddit for those interested in the development and research of artificial intelligence for games. For broader scope, check out /r/gamedev and /r/artificial.
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/r/gameai
I had a thought last night and maybe this isn’t the place for this post but I wanted to get the idea out.
What if there was an AI tool for video game players that helped you set your personal ideal sensitivity settings for individual games based on your movement patterns and performance?
So, an AI “watches” you play a few rounds of a game (probably something competitive) and analyzes that you almost always over correct vertically but not horizontally in your aiming movements. The program uses this information to run some numbers and spits out a suggestion for what sensitivity best fits your current skill level. Ideally it would be integrated into the game itself and would be able to make those changes in the game setting automatically.
I’m guessing this could then be expanded to help the players reach higher sense levels too with some kind of training regimen through continued gameplay analysis.
Is this something that would be doable in AI’s current form?
Greetings. I am currently working on developing an AI for a strategy RPG game. The core gameplay loop is that the AI will either be tasked with capturing a castle or defending it from being taken by the player.
What I have designed so far is that I am using a scoring system to determine the best position , action and targets. The formula I use is
Position x Action x Consideration.
Position starts at 1.0 and increases/decreases depending if moving there is beneficial or not (terrain bonus) It also change depending on how close this unit is to the castle or to the enemy.
Action is what's the action is worth. Either damage an enemy, heal an ally, apply buffs to allies or apply debuffs to enemies.
Consideration also starts at 1.0 and changes depending on certain circumstances. For example, healing/attacking an army general adds a bonus of 0.5 than a regular unit, adding further 0.02 per level so it prioritize high-level units. Additional points are added depending if the Action is suited for Attack, Support, Debuffer, or Healer or if attacking this unit will kill it.
My questions are
Am I using the right formula for determining the points for an action? How do I determine how much an action is worth? What metrics can I use to justify attacking an enemy unit over using a support skill or healing an ally especially for unit that can have multiple roles?
Currently, I am basing it on damage done (maximizing damage). A saved test I have has an AI deciding to eliminate a normal unit over an army general. Both are already near death. Since this unit deals more damage on the normal unit, it always kill the normal one unless I tweak the consideration to higher than 0.5.
Hi all,
I notice that the recent posts here involve very specific items. But where does one START when looking into Game AI?
I'm an ex-software developer but I've never done any AI beyond Boids. I'd like to get started, but I don't know where to look first.
Another issue I have is figuring out how to incorporate it into the game loop, but that's mostly because I don't understand the game loop either :|
Hey guys,
As part of my master's thesis, I am responsible for the enemy AI in a turn-based card game for PC. In a recent conversation with the head dev, we were both enthusiastic about investigating how the enemies could have different 'personalities' that influence which actions they take (and additionally what kind of emotes/chatter they show). For example, a barbarian focuses on damaging the opponent and neglects their own defense, and shows this personality by aggressively taunting the player. But before I lock this as the main topic of my thesis, I want to investigate how this could be done and if this is novel. The game plays in rounds of attacking and defending, and a round consists of turns of placing cards on the board. The card's main effects are only activated at the end of the round (dealing/blocking damage). I was thinking I could use different systems for different personalities, so there are clear differences between the behaviors.
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Hey Everyone, I have been reading AI for Games by Ian Millington and I was wondering if anyone knows if there are some solutions available somewhere. I cant seem to find any. Thanks!
Also, if anyone has any other books or resources for game AI, id love to hear them. Or even your thoughts on this book if you have read it :)
Sadly, I have little programming experience, but I'd like to learn in order to work on an ongoing project. At the moment I have a couple of resources lined up, like the C# course at CodeAcademy, as well as this resource on learning gamedev: https://github.com/notpresident35/awesome-learn-gamedev . I'd prefer free resources if possible. Thank you to anyone who stops by to read or even comment.
Hey guys!
I'm doing a quick, anonymous survey about AI and games for a little project of mine: https://forms.gle/mocR2Aenewwdqgdb6
Thanks in advance to you, good folks, that are going to give us some of your time and opinions!
I have seen a lot of AI-powered content creation services (like Ludo.ai), but I have not seen many tools focused on powering logic with large language models. I know there is a problem with cost, and that in the past it has not be viable to design a game with LLM logic because of the enormous overhead.
But I think that will soon change, and I want to make a project that makes it possible for game devs to start experimenting with LLM-based logic. I want to make it easy to design your own objects, actions, and character behaviors within an environment that is dynamically updated.
I am curious if anyone is familiar with any existing projects or tools related to this (currently looking at sillytavern, horde, and oobabooga as potential starting points).
I am also curious if anyone would find such a project interesting. My goal is to make an easy to use playground with little to no code requirement, so that people can start designing the next generation of AI games now and be ready to deploy something once the cost becomes less of an issue.
I made a AI in Godot 4 that can play flappy bird, if anyone is interested.
Youtube video: https://youtu.be/9yuPFYosmLA
Project is on Github: https://github.com/bit-flows/flappyAI
I want to create a bot that can learn what the habits of the other player are and just be slightly better than the player. I want it to be able to play games with the player to help learn how to break those habits.
There is an API to connect to slippi, Melee's Dolphin extension: https://libmelee.readthedocs.io/en/latest/
It allows the program to provide inputs to a cpu opponent for the player. There is also already a bot for melee, linked here:
https://github.com/altf4/SmashBot
But there are problems with it. It is way too good and it only plays one character. I want to hopefully improve that. There are ways that I can get the top player's game inputs from slippi, so I have the inputs I need for it I believe. I am just not sure on where to even start with the model. I know I need some type of GAN, but I am not well versed on creating models, just updating them through my job.
I am making a game in which there is turn based combat on a grid of varying size. Each player has units they can move, attack and spellcast with. I am using c# with unity and I'd like to use reinforcement learning to make the opponent ai. I looked into unity's ml, but I want to be able to run a server without unity in the future. I am having trouble finding the right tools or resources to help me figure out how to turn the board's state into a form the ML can use. One of my goals is to have the ai train as the player plays so it learns against them as they progress.
So I got to thinking about all the open source llm's out there now (especially the uncensored ones) and was wondering how practical it would be to incorporate that into a visual novel game.
My thoughts on this are a few-fold:
AI lack of 'knowledge' or 'reasoning' means that while they are amazing tools for assisting in ideas, conversations and content generation, they are terrible at 'taking the wheel' themselves. So I am strictly considering them in an 'assistive' capacity.
That means that a VN using AI should, in my opinion, have a predetermined story (issues of branching or linearity aside) and that there should be more or less pre-determined scenes and possible outcomes or 'exits' in scenes.
Where AI could be used is the in-scene comunication or generation. It could be used to generate story and character responses in scene and always be trying to 'steer' a scene to one of the 'exits'.
Obviously a lot would need to be firgured out with a system like this, but I feel like this overarching concept is not unreasonable.
This would of course need to run on a players cpu or gpu to be feasible as a game in my opinion, so the quality of your language models and techniques used are going to be limited.
This is a very open ended thought experiment on my part and I am wondering what the community at large has to say about it. Also let me know if there is a better reddit to post this on.
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Hi everyone, I'm using goap in my game ai. I have one goal and three actions:
Goal:{"has_food": True}
Actions:
1.MakeFood
preconditions: {"arrived_stove": True}
effects: {"has_food" : True}
2.MoveTo
preconditions: {"found_stove": True}
effects: {"arrived_stove": True}
3.FoundStove
preconditions: {}
effects: {"found_stove": True}
this actions are well worked for the goal. but if there are many small goals and tools, I have to implement action for every one ,for example:
Actions:
FoundCar, FoundHouse, FoundHotel ....
So , is there any excellent solutions to avoid this?