When I went looking for articles about game AI that went beyond the most basic level I had a hard time finding any. Most articles were more interested in defining one basic concept and providing an easy, “Hello World” example than diving deep into solving real problems in a real game.
I’d like to change that for future programmers like me looking for guidance.
I’m going to write a series of posts about my experiences crafting the AI for my game, Gemini Rising. Since I was learning as I go I’m sure there are going to be mistakes; I’d love to hear about them!
UPDATED 2020-07-13: Added ‘game-ai’ tag.
Here are the solutions I tried, in roughly chronological order:
- Lua scripting with coroutines
- Behavior trees
- Goal-oriented action planning
- Behavior trees (but better this time)
My goals shifted over time, but here is the list in priority order:
- Fun experience for the player. Above all else, the game had to be fun for the player.
- Learn something about game AI. In all my wandering, I wanted to learn more about making good AI for games.
- Be easy for me. I’m jealous of my time as a hobbyist gamedev, so anything that required too much brainpower to adapt, use, modify, or fix was right out. I didn’t need visual designers, but if I couldn’t fix AI problems relatively easily then this wasn’t the method for me.
- Be predictable. This one was added later; I’ll talk about it more when it becomes important.
Here are the posts that are ready.
- Lua Scripting
- Behavior Trees
- Goal-Oriented Action Planning