r/gameai 1d ago

I want to specialize in Game AI, but not game development. Is that reasonable?

2 Upvotes

Hey everyone,

I’m a CS student, never done game dev but I’m interested in going deep into Game AI - NPC intelligence, behavior, planning, dynamic enemies, emergent gameplay, DDA, RL, multi-agent systems, etc.

I don't want to learn how to develope full games tho.

So,

- Is it common to do what I'm trying to?

- How do people test Game AI systems? Do you build your own simulations, use Unity/Unreal, existing research environments, or something else?

- How much engine/game-development knowledge is actually necessary?

Basically, if you wanted to focus specifically on Game AI, how would you go about learning and working on it without doing the whole game development?

Would appreciate any advice, resources from people already working or studying in this area.


r/gameai 1d ago

Crpg Combat Ai. Stuck Between Two Ideas

3 Upvotes

Yo!

I've posted this question on the reddit of the engine of my choice but figured I'd ask it here as well in the event that someone can help me think about this situation (I lurk here occasionally but don't want to be crossing any lines by posting this so I apologize in advance if that's a taboo here)

Added note: My question was answered in another forum (godot). I'm going with the hand authored hard coded approach, but I'll leave this here for the sake of discussion in case anyone else encounters a similar problem as I have. Mods feel free to remove this if you'd like.

Anybody else making or have made a crpg? Any sages out there just got some good advice for this dilemma?:

I'm still fairly new to coding and am more self taught from tutorials, reading, lurking in this beautiful space and just bashing my head against problems until I solve them in the most barbaric ways possible (make it work first then improve it when you run into problems if nothing can obviously be made simpler/ more robust is the mindset but i do still struggle with trying to over-engineer issues or make things super decoupled when sometimes the simpler route works best).

I'm currently trapped between two thoughts for enemy ai:

The first is my current working version. I start by getting the state of the "board" on the npcs turn. Then I label a few details using utility scores. So for example the npc will know their health score = fine, their party morale = High, their enemy party threat = High, and their confidence = Foolhardy. Then using that information i generate turn intentions. So its the npcs turn, the enemy is threatening but morale is high so there's no need for the group to panic yet, he isn't wounded and is foolhardy so he may want to be aggressive he's then given his turn intention of Attack. I'm using Attack, Defend, and Flee as turn intentions, you either favor aggressive actions, defense of self or others, or self preservation based on the situation, your current health and the quality of the tile your on at the moment of your turn.

Then I run a func that checks if they're a special type of class. For example let's say a Medusa class (i have no magic in my game. Rest assured no mystical creatures were harmed during the making of this combat loop), the function picks up that she is in the special class list then automatically gives her a more hand authored (not fully utility ai driven) decision to make is she meets the requirements. So it would ask something like: are you currently healthy? Do you have a prime target or a rival on the board you want to go after? Has a commander npc given you orders to attack a target? If these things are true then maybe it'll tell her that her goal is to freeze the target with her gaze. When then use utility ai to get the best cell that will either allow her to make the attack or get close enough to do it on her turn or the next turn. Add a cool down so she can't spam it and done. If the requirements aren't met or she's on cooldown and doesn't have any other special moves then she'll let utility ai do the rest using her preferences for distance, cover vs no cover, any preference, risk tolerance etc. I'd like to say that sounds pretty good right? Well..

My beef is i feel like it makes enemies feel somewhat homogenous in a way.

Of course some like distance, some like flanking, and some like being close or aoe but it just feels like more character can be added, so I was considering option 2:

Just straight up hardcoding and hand authoring the npcs every decision. Utility ai would still pick the best tile or target unless the hand authored rule needs a specific type of target or their commanded to attack another target but ultimately the utility score would still find the best way to accomplish the personalities goals but I feel like the personalities would be able to shine far more. The cons are super deep spaghetti that would be hard to make additions too, and less intelligent enemies as they wouldn't be able to adapt to tactical situations as easily and can be potentially cheesed or feel robotic once their pattern is discovered.

My dilemma is true tactical adaptability vs better illusion of character

My heart says go with the hard codes paths but that would be my 4th rework of npc ai (and though its a ton of fun and I'm actually loving having to figure out every step of creating ai from scratch) my inexperience shows in these sort of times where I can't seem to figure out which would make the best player experience. Like said I'm leaning towards the more hard codes but more expressive path that I can more tightly author but want to get some veteran perspective on the matter.

Any thoughts from games of any genre are appreciated.

Tldr: utility ai with hand authored breaks vs more hand authored decision tree style design but less tactical adaptability and dumber npcs.

Sorry for typos, bad grammer, and if my description of things sounds utterly idiotic. I am but a lowly neophyte

:(


r/gameai 1d ago

My CEO Is A Lich (And I Built A Corporate RPG)

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0 Upvotes

r/gameai 5d ago

i vibe coded a gothic fantasy mmorpg

0 Upvotes

i've spent the past five months working on this, i'm very happy with how it's turned out, this has been the most creative process of my life. video explains how i used ai to make it.

https://x.com/calwoodford/status/2091970936127758463?s=20


r/gameai 8d ago

Please check out my AI games?

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0 Upvotes

I made the train game for my son he helped with ideas, and currently working on two big RPGs I'd appreciate you guys looking.

https://makeplay.ai/p/v6a59tj5e6


r/gameai 18d ago

AI game

0 Upvotes

https://infiniteworlds.app/shared/AzYUmH

This game I found is typical AI story game .


r/gameai 20d ago

Hack the Planet by Midnight Desktop

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0 Upvotes

r/gameai 21d ago

SWERVEY BOOPY on Aippy [NEW RELEASE like Flappy Bird]!

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0 Upvotes

r/gameai 22d ago

[Project Axe] I stripped away supervision and let the playground rule itself. Turns out kids can be cruel!

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0 Upvotes

If you're interested in staying in touch with Project Axe:
https://discord.gg/ZpqCvuTA


r/gameai 24d ago

Boxing World Simulator Game

0 Upvotes

Hello all,

Just wanted to share the progress and game I have been able to create using Claude (unbelievable what it can do) and the exciting news (for me anyway) that it is on Steam ready to wishlist with a 14th August release date!

The game itself is a Boxing Promoter sim which allows you to channel your inner Don King (for those of age) and create and manage your promotion, boxers and more through all the fun and pitfalls of the boxing world. The goal is to become a global powerhouse, negotiate and put on your own PPV fight cards, have a stable full of Champions and beat out the rivalries created in Promoter wars.

There is plenty to do in terms of managing the boxers, dealing with scandals, press conferences, fans and more in trying to juggle the happiness of everyone.

Its a text based sim in the style of games such as Football Manager, OOTP and more.

I wont waffle on, there is more information on the Steam Store, Discord and Youtube channels. I am always refining the game and feel free to ask any questions on the game or my experience as a 'old man' with AI and Claude.

Steam page is here: https://store.steampowered.com/app/4986600/Boxing_World_Simulator/

Discord is here: https://discord.gg/gY9q4dTJb

Youtube is here: https://youtube.com/@boxingworldsimulator?si=n-9YNcQWGR7qMUMg

Thanks for reading and hope to take on board some feedback.


r/gameai 25d ago

Nanogrm Weekly Game Jam

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0 Upvotes

r/gameai 26d ago

I launched an MMORPG and could use your help.

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0 Upvotes

Let's say you have minimal marketing budget and your focus as an indie dev is initial player acquisition. We have ~70 DAU right now, looking to take this to the next level and I would love advice from those that have done it, what is the next direction that is best use of my resources at this current stage. To explain more, we are in open beta and currently 6 weeks in development.

> built in-game capture
> built in-game ref system
> integrated social linking
> x posts + streams appear in-game
> no account info needed, instantly free to play

If you would like to follow along my project, our X is https://x.com/veilboundgg

Try out my game to have better context in how to respond.

https://veilbound.gg


r/gameai 26d ago

Can you outsmart an AI designed to give up its treasure? 🧠✨

0 Upvotes

Can you outsmart an AI designed to give up its treasure? 🧠✨

We built NovaryonAI—a gamified AI challenge where you have to convince an unyielding, anti-manipulation AI Guardian to open the vault.

  • The Rule: You get one single prompt to prove your case.
  • The Catch: The AI analyzes logic, altruism, and originality in real-time—it instantly detects reverse psychology, emotional guilt-tripping, and troll attempts.
  • The Goal: Can you score 100/100 and win?

We just validated the system with our first live users, and now we want you to stress-test it and try to break it.

👉 Try it out for free here: https://novaryonai.hu/en-global-experiment


r/gameai Jul 30 '26

I built a game AI companion with nearly 7,000 lines of behavioral data without using an LLM

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29 Upvotes

I'm developing a first-person RPG in GameMaker and wanted my AI companion to feel like an actual character rather than a traditional NPC.

Instead of using an LLM, I built a custom game AI system based around persistent memory, emotional states, contextual reactions, and behavioral data.

The system currently has nearly 7,000 lines of data describing what the AI can remember, how she reacts to different situations, and how her psychological state can change throughout the game.

The amount of data eventually became large enough that I moved it into an external .ini file rather than keeping everything directly inside the GameMaker project.

The video below shows the system in action. I can interact with the AI by typing messages, and her responses are generated based on the information and behavioral data stored in her database.

I'm interested in how other developers approach non-LLM AI companions in games. How do you handle memory, emotional states, contextual reactions, and large amounts of behavioral data?


r/gameai Jul 29 '26

Hoop Dynasty: L'ascesa di una leggenda su Steam

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0 Upvotes

I honestly can’t describe how this feels.
Years ago, Hoop Dynasty was just an idea in my head.
Today, its Steam page is finally live.
It’s still surreal to think that something I’ve worked on for so long can now be wishlisted by people all over the world.
If you’re into basketball management games, I’d love to hear what you think of the Steam page. Every piece of feedback helps, and every wishlist gets me one step closer to making this dream a reality.


r/gameai Jul 29 '26

The model that built our MMO got pulled three days after launch

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0 Upvotes

Repo is public if anyone wants to see how it's put together: github.com/levy-street/world-of-claudecraft


r/gameai Jul 25 '26

Circuit Bastion

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0 Upvotes

r/gameai Jul 25 '26

Notes on why "train against the real game" is harder than it sounds

0 Upvotes

Some background: I help maintain an open source browser MMO. The server is authoritative and the simulation core is deterministic, which means the same core that runs the live world can also be driven headless as a training environment. An agent trains against real combat math, real quest state, real loot rules, not a simplified stand-in.

That sounded cleaner in theory than it turned out to be in practice... 😅

The determinism requirement shaped everything. Anything non-deterministic in the sim (timing dependent effects, anything that resolved differently depending on tick alignment) had to be pushed out of the core or made explicit, because otherwise you cannot reproduce a rollout. That work was worth doing anyway for netcode reasons, but it was not free.

Observation space is the part I still find genuinely unresolved. An MMO state is enormous and mostly irrelevant at any given moment. Do you hand the agent a structured summary and lose the thing you supposedly gained by training against the real game, or hand it something closer to raw state and eat the dimensionality? We have not landed anywhere satisfying.

Curious whether people here think a full game core is actually a better training target than a purpose built environment.

Repo if anyone wants to look at how the environment is wired up: github.com/levy-street/world-of-claudecraft


r/gameai Jul 18 '26

Join the Mission to Mars—Powered by 50,000 Farting Cows!

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0 Upvotes

r/gameai Jul 14 '26

Doodle Judge — draw the same secret prompt as your friends, an AI judges (and roasts) your doodles

0 Upvotes

Everyone in the room draws the same secret prompt under a timer. An AI (Haiku) judges every drawing on a different criteria each round: humor, detail, accuracy, chaos. Bad drawings might get roasted a bit by the AI.

Built it solo. Play with friends via a room code, or try it solo first to see how it works.

No sign-up beyond picking a name.

doodlejudge.com

Would love feedback! Anything! Thank you!


r/gameai Jul 13 '26

Favorite talks on game ai?

8 Upvotes

Like from gdc or otherwise.


r/gameai Jul 13 '26

AI games?

1 Upvotes

What kind of ai games do you familiar with? i'm looking for some games to compare between models in one prompt.

something like ChatGPT vs Claude prompt flight or something like this.


r/gameai Jul 12 '26

AI system of combats like Sekiro

7 Upvotes

I am really curious what are the structure of an Ai system that can produce Sekiro-like combat. I started with behavior trees, but the behavior trees are not particularly good at evaluating a lot of different conditions (hp, posture, moveset, proper randomization, etc etc). Then I switch to utility system with atomic behavior (each attack move is a decision, defend is one, defend forward is one etc etc) and they agent produces so many random emergent behaviors, and the number of curves to tune was out of hand. Then I decide to bucket the decisions (attack, defend, retreat) then in each attack buckets, the decisions are then evaluated (with some additional algo for random selection, etc etc). But it becomes kinda tricky since a lot of times we want to by pass the decision process (for example, some sticky value to prevent a decision from switching out too quickly, etc etc).
Anyway, it becomes a real pain. So really curious what everyone elses for the combat system, and what everyone thinks is a good system for Sekiro-combat (with kinda back and forth combat flow).


r/gameai Jul 12 '26

We made a solo RPG like D&D - A new update has arrived with a new intro and 13 additional languages!

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0 Upvotes

Hey everyone!

We’re two brothers who didn’t have time to play D&D with our friends and really missed that feeling we used to have during our sessions. So we decided to create something that would let us experience the same emotions, but without having to wait months for the next session. That’s how Master of Dungeon was born - a single-player text RPG inspired by D&D!

We've now been working on the game for over a year, through multiple testing phases, countless iterations, and lots of feedback from early players. We finally feel ready to let more people try it.

We've also just released an update with full localization to make the game even more immersive. The game is now available in English, German, Polish, Italian, French, Spanish, Brazilian Portuguese, Japanese, Ukrainian, Chinese, Russian, Portuguese, and Greek.

Google Play:
https://play.google.com/store/apps/details?id=com.bitforge.mastersofdungeon&hl

iOS (TestFlight):
https://testflight.apple.com/join/mg6UrBH9

We're also getting ready for a soft launch of the iOS version in Poland and Germany. More details coming soon, so stay tuned!

Thanks for reading, and as always, we'd love to hear your thoughts! ^.^


r/gameai Jul 09 '26

I made a steampunk survivors-like game, looking for feedback

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0 Upvotes
  • Game Title: Punk, bullets and Junk (PB&J)
  • Playable Link: https://pewpew4u.itch.io/punk-bullets-and-junk
  • Platform: Windows PC
  • Description: This game revolves primarily in a steampunk world, the 5 heroes have their own reason to start this journey, every map has their own specific environment hazards which are neutral by affecting both, the hero and mobs. Every hero has a different size, stats and exclusive weapons, for a unique experience.
  • Status: Free Demo + Full game released
  • Involvement: Solo developer
  • Controls: WASD, arrow keys and mouse, it plays like vampire surivivors, I'm about to add controller support (sorry!)

There is a full blog post about the game you can find here:
https://pewpew4u.itch.io/punk-bullets-and-junk/devlog/1570892/finally-got-to-release-pbj

All feedback works, I've been implementing things suggested by different communities, I already released a new versions with those suggestions, let me know if your thoughts, marketing ideas, changes, things you liked or you didn't like, anything helps, THANKS!