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Making a standalone (non-learning) AI for a game (Forums : Development Banter : Making a standalone (non-learning) AI for a game) Locked
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Jul 6 2015 Anchor

I've been itching for a coding project for a while now, and it just hit me to try and make an AI to play one of my current favourite games: Nuclear Throne. Right from the get-go I ran into problems, though.

Back in update #20 (over a year ago), the game development was ported over to Game Maker studio, meaning I cannot decompile it to mod the game code directly unless I want a really old version of the game. In light of this, is there a way a program can read outputs from the game without being hard-coded in, such as relative position of the character, walls, enemies and projectiles, or will I have to just surrender and mod the game back in update #20? It seems possible, as that is how 3rd party hacks to other games work, which this will essentially be (if it falls into the wrong hands >:]).

Also, searching around the internet told me nothing about how people make game-specific AIs, so any pointers from people who have made them before will be appreciated.


Edited by: human_dictionary

etherflows
etherflows Ether: A catalytic agent in the making of stardust
Jul 6 2015 Anchor

stats, positions, etc can be written to an output file. Such a file can have unique scripting and be encrypted. I also have a playable tutorial for file handling.

I have not seen a PDF for GMS yet but I have the GM 8.0 manual (written by Gary himself) which in still 95% correct.

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As regards to AI, they are very task specific. The most famous is the A-Star algorithm which helps AI find a route. There is also Arena Bots which mimic humans in FPS.

Add me as a friend and we can Skype or PM about your specific needs.

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ecode logo long

Jul 7 2015 Anchor

Thanks etherflows, I'll friend you on Steam so we can communicate, you'll recognise me by my profile picture.

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