Hi Guys,
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 dimensional array.
I can see two strategies for using the neural network:
For...
Hello!
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 of Player 1 and 1 neuron for a piece of Player 2. In addition to that, I have 1 ou...
In the old days of gaming, I'm sure simple switch/case statements (in a sense) would have done just fine for most of the game "AI." However, as games have become increasing complex, especially at the 3d leap, more complex algorithms are needed. My question is, are actual machine learning algorithms (like reinforcement learning) used in g...
I'm developing a game. Each entity in the game is a GameObject. Each GameObject is composed of a GameObjectController, GameObjectModel, and GameObjectView. (Or inheritants thereof.)
For NPCs, the GameObjectController is split into:
IThinkNPC: reads current state and makes a decision about what to do
IActNPC: updates state based on wha...
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 disconnected, but all these 3 decisions are largely coupled.
(eg. i can't decide where to move un...
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 graph)as in FPS games .
What kind of algorithms can I use for enemy craft movement?
Are t...