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AI & Pathfinding Mastery
Master game AI with A* pathfinding, finite state machines, and behavior trees. Build intelligent enemies that challenge and engage players.
7 Sections~8 Hours
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Introduction to Game AI
Section 1 of 7
Game AI is what makes enemies challenging and interesting to fight. It's the decision-making system that controls how NPCs and enemies behave in your game.
**What is Game AI?**
Game AI differs from academic AI - it's not about being smart, it's about being interesting and responsive. A good AI opponent should:
β’ Feel responsive and challenging
β’ React to player actions intelligently
β’ Provide engaging gameplay
β’ Run efficiently (since games need 60 FPS!)
**Three Core AI Techniques:**
1. **Pathfinding** - Finding the best route from A to B around obstacles (A* algorithm)
2. **Finite State Machines (FSM)** - Managing behavior states (Patrol, Chase, Attack, Flee)
3. **Behavior Trees (BT)** - Hierarchical decision-making for complex behaviors
These three techniques form the foundation of most game AI. You'll combine them to create intelligent, responsive enemies that feel real.
**Performance Matters:**
AI calculations must be fast. We use heuristics, limited search depth, and frame-rate tricks to keep games running smooth.
π»Code Example
// Simple AI loop structure
class Enemy {
constructor(x, y) {
this.x = x;
this.y = y;
this.state = 'patrol';
this.path = [];
}
update(deltaTime, playerPos) {
// 1. Make decision
this.decideAction(playerPos);
// 2. Move along path
if (this.path.length > 0) {
this.followPath(deltaTime);
}
// 3. Execute behavior
this.executeBehavior(deltaTime);
}
}π― Key Takeaways
- β’AI is about being interesting, not just smart
- β’Combine A*, FSM, and Behavior Trees for powerful enemy AI
- β’Always optimize for performance - AI must run at 60 FPS
- β’Debug AI visually - draw paths, state, and vision ranges
- β’Balance challenge with fairness for engaging gameplay
π Interactive Demo
Try implementing what you learned with this interactive challenge:
- 1.Build a grid-based game world
- 2.Implement A* pathfinding for enemy movement
- 3.Add FSM states (Patrol, Chase, Attack)
- 4.Create a Behavior Tree for intelligent decisions
- 5.Test and optimize performance under load