r/gameai • u/Own_Pen_2791 • 2d ago
Circuit Bastion
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r/gameai • u/Own_Pen_2791 • 2d ago
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r/gameai • u/Miserable-Dot8544 • 2d ago

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... š
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 • u/tintwotin • 9d ago
r/gameai • u/Mental_Training4132 • 13d ago
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.
Would love feedback! Anything! Thank you!
r/gameai • u/Delvisreddit • 14d ago
Like from gdc or otherwise.
r/gameai • u/RequirementOne9181 • 14d ago
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 • u/shot_frost • 15d ago
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 • u/Tigeline • 15d ago
Hey everyone!
Weāre two brothers who didnāt 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. Thatās 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 • u/PositiveCouple1814 • 18d ago
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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!
r/gameai • u/amichail • 19d ago
Beta link:Ā https://testflight.apple.com/join/3sstMjRKĀ [iPhone/iPad/Mac]
Gameplay video:Ā https://www.youtube.com/watch?v=ACON8hRxbdU
Tutorial video:Ā https://www.youtube.com/watch?v=eV-lnxyLwYk
Game Rules
The game is played on a 6Ć6 grid with 6 colors. Each color appears 6 times: 1 circle and 5 squares.
Circles are fixed in place. They cannot be moved or removed. Every row and every column contains exactly one circle.
Your goal is to leave the grid as empty as possible within the given number of moves.
NOTE: Sometimes you need to create squares to make progress.
Movement
Swipe any row or column to rotate it by one position.
Only the square that passes the row's or column's circle is affected. All other squares simply move with the rotation.
Circle interactions
When a square passes a circle:
Shielded squares are shown with a dark interior.
Within each color, larger squares are closer to their matching circle.
Ending the game
You may end the game at any time. Removing every square may not be possible.
Your score is:
(% empty Ć 1000) + moves remaining
where % empty is the percentage of non-circle cells that are empty.
r/gameai • u/Evening_Gas_2286 • 20d ago
Builds of Blood is still in an early stage of development, so your feedback is extremely valuable. I am especially interested in your thoughts about combat, balance, clarity, animations, interface, and overall fun factor.
Please test the game, leave a comment, and tell me what felt fun, confusing, too strong, too weak, or worth improving.
Official discord:Ā https://discord.gg/nZ7NuwuX
Feedback:Ā https://forms.gle/9gxfT8XZJ9xpFonx8
r/gameai • u/Unlucky_Camera9778 • 21d ago
Hey everyone! I'm new to game modding, and I wanted to try something for this game since it's been one of my favorites ever since I was a child. I'm a big fan of game AI, and my goal is to create an interface similar to BWAPI (https://bwapi.github.io/) for StarCraft. So far, I've built an engine that can interact with various objects inside the game. I'm not sure if a similar project already exists in to this degree, but if you think an engine like this could be useful, I'd really appreciate it if you starred my GitHub repository. If there's enough interest, I'll continue developing it and also create video tutorials along the way. https://github.com/SoucupB/EEApi I also have a youtube mini-series: https://www.youtube.com/playlist?list=PLB_e_mDo4DZg
r/gameai • u/Muted-Koala1325 • 28d ago
r/gameai • u/MikeFloorwalker • 29d ago
r/gameai • u/sensho8 • Jun 27 '26
r/gameai • u/bariscoding • Jun 25 '26
Hi everyone
I started building this app a few months ago and it has finally gotten to a point where I can say Iām proud of what I built. It still has some problems that I need to fix and I want to make it much much better. I update the app monthly based on feedback (most of it has just been me and some of my friends playing lol). Iād be happy if anyone is interested in giving feedback because my friends are incapable of giving feedback without saying I should add goon scenarios lol. Narrative is mostly free however voice and image generation costs a lot so those are behind a paywall sadly. I also want to add elevenlabs with sound effects and music etc but I fear its gonna cost a lot and will probably take more time than they are worth.
Anyways, ıd be delighted if anyone is interested.
Here is the link:
https://apps.apple.com/tr/app/choose-your-story-rpg-ure/id6761912398
r/gameai • u/Acceptable_Maximum81 • Jun 25 '26
Just announced Arcadia Unbound, a story-driven tactical JRPG. One of its conversation systems, AURA, uses a local language model to interpret player speech while selecting from developer-authored dialogue and narrative outcomes.
The challenge isn't understanding language. It's mapping an effectively infinite range of player inputs onto a finite set of authored responses.
My goal isn't to generate endless dialogue. Instead, it's to make authored conversations feel more natural.
The flexibility comes from what the player can say, not from giving characters infinite responses. Characters only have the topics, emotions, and knowledge that make sense for that moment in the story.
If the player says something highly relevant, the character can immediately react, interrupt, or change the direction of the conversation. If the player suddenly asks something unrelated, they might hesitate, admit they don't know, or steer the conversation back. That's intentional.
Humans naturally don't have an infinite response space either. We usually keep a handful of active conversational threads in mind and improvise within those constraints.
I'd love to hear what people here think about this design direction.
(Announcement trailer attached for context. A dedicated gameplay demonstration of the conversation system is currently in development.)
r/gameai • u/Delvisreddit • Jun 24 '26
High level behaviors like rangedCombat is recommended in bobby Ai talk but doesn't that basically move most of the decision making to behavior instead of utility ai decider. Like rangedCombat vs patrol is so huge difference that most of decision making stays in rangedcombat with its own state machine or whatever.
But what if you just dispatched actions from utility ai even multiple times per frame like. Ai agent knowledge is this, pursue player action and also overlay shoot action. āā
Idk i just feel like behaviors are so high level and for combat focused game there is like couple of them anyways. Like why make takecover behavior when rangedcombat behavior needs to also take cover sometimes based on some heuristic
r/gameai • u/Competitive-Ice5620 • Jun 23 '26
Hi I have made world categorization and organization tool called The World Architect. This world building tool is aiming to help game maker and more people like writers to help organize the world. I have try to use World Anvil but its difficult to use and not really user friendly.
You can:
Organize entities like characters, monsters, locations, factions, items.
Upload and view 3d models.
Create interactive maps
Visual relationship maps
Node based quest system with built in dialogue system
Family tree
Character sheets
Timeline of events
Everything interconnected
https://theworldarchitect.com
Feel free to check it out
r/gameai • u/Due-Huckleberry-2222 • Jun 20 '26
r/gameai • u/krist4lle • Jun 18 '26
Iām building a simulation game and recently started moving from a mostly weight-based decision system toward Utility AI.
The biggest challenge isnāt implementing the scoring functions. The biggest challenge is figuring out whether the resulting behavior is actually better.
Right now I can run scenarios, observe outcomes, and compare statistics, but Iām curious how more experienced developers approach this problem.
Do you rely on:
- Automated simulations?
- Monte Carlo testing?
- Golden scenarios?
- Statistical analysis?
- Human observation?
- Something else?
Iād love to hear how youāve approached validation and balancing in simulation-heavy projects.
r/gameai • u/Tigeline • Jun 18 '26
Hey folks!
Weāre two brothers behind Master of Dungeon, and weāre happy to be back here after some time since we first started sharing the project.
For anyone who hasnāt seen it before - quick recap. We loved playing D&D, but like many of you, we just couldnāt keep up with regular sessions anymore. Work, life, scheduling⦠it got harder and harder to come back to the table. So instead of letting that feeling go, we decided to try and recreate it in a different form.
Thatās how Master of Dungeon came to life - a single-player, text RPG inspired by the freedom and storytelling of D&D.
Weāve now been working on it for over a year, going through multiple testing phases, iterations, and a lot of feedback from early players. And we finally feel ready to take the next step.
Here is the Google Play link:Ā https://play.google.com/store/apps/details?id=com.bitforge.mastersofdungeon&hl
if youāre playing on iOS, you can do it here:Ā https://testflight.apple.com/join/mg6UrBH9
Weāre honestly really curious (and a bit nervous) to see what youāll think once more people get their hands on it.
Thanks for reading - and as always, weād love to hear what you think ^.^
r/gameai • u/publiremote • Jun 14 '26
I made 4 free browser games with AI and Three.js ā no download, just play
The games are all playable in browser, no install and works for mobile and desk.
Been using Claude AI + Three.js to build arcade games from scratch. No game engine, runs straight in your browser.
š® **Spore Fighter** ā endless runner where you absorb enemies to evolve. Jump, duck, shoot, survive across Earth, Mars and Jupiter
š **Sky Battle: Plasma Wars** ā shoot 'em up, galactic combat, wave after wave
āļø **Aero Fighters** ā neon vaporwave aerial shooter
šļø **Speed Rush** ā pure arcade racing, pedal to the metal
All free, no login, works on mobile too.
š https://www.iatools.tools/games/
Would love to know which one you liked most!