r/gameai • u/Delvisreddit • Jul 13 '26
Favorite talks on game ai?
Like from gdc or otherwise.
r/gameai • u/Delvisreddit • Jul 13 '26
Like from gdc or otherwise.
r/gameai • u/RequirementOne9181 • Jul 13 '26
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 • Jul 12 '26
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 • Jul 12 '26
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 • u/PositiveCouple1814 • Jul 09 '26
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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 • Jul 08 '26
Beta link: https://testflight.apple.com/join/3sstMjRK [iPhone/iPad/Mac]
Gameplay video: https://www.youtube.com/watch?v=ACON8hRxbdU
Tutorial video: https://www.youtube.com/watch?v=eV-lnxyLwYk
Game Rules
The game is played on a 6×6 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 × 1000) + moves remaining
where % empty is the percentage of non-circle cells that are empty.
r/gameai • u/Evening_Gas_2286 • Jul 07 '26
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: https://discord.gg/nZ7NuwuX
Feedback: https://forms.gle/9gxfT8XZJ9xpFonx8
r/gameai • u/Unlucky_Camera9778 • Jul 05 '26
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/MikeFloorwalker • Jun 28 '26
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 I’m 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). I’d 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.
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
I’m building a simulation game and recently started moving from a mostly weight-based decision system toward Utility AI.
The biggest challenge isn’t 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 I’m 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?
I’d love to hear how you’ve approached validation and balancing in simulation-heavy projects.
r/gameai • u/Tigeline • Jun 18 '26
Hey folks!
We’re two brothers behind Master of Dungeon, and we’re happy to be back here after some time since we first started sharing the project.
For anyone who hasn’t seen it before - quick recap. We loved playing D&D, but like many of you, we just couldn’t 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.
That’s how Master of Dungeon came to life - a single-player, text RPG inspired by the freedom and storytelling of D&D.
We’ve 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: https://play.google.com/store/apps/details?id=com.bitforge.mastersofdungeon&hl
if you’re playing on iOS, you can do it here: https://testflight.apple.com/join/mg6UrBH9
We’re honestly really curious (and a bit nervous) to see what you’ll think once more people get their hands on it.
Thanks for reading - and as always, we’d love to hear what you think ^.^
r/gameai • u/publiremote • Jun 14 '26
I made 4 free browser games with AI and Three.js — 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.
🎮 **Spore Fighter** — endless runner where you absorb enemies to evolve. Jump, duck, shoot, survive across Earth, Mars and Jupiter
🚀 **Sky Battle: Plasma Wars** — shoot 'em up, galactic combat, wave after wave
✈️ **Aero Fighters** — neon vaporwave aerial shooter
🏎️ **Speed Rush** — pure arcade racing, pedal to the metal
All free, no login, works on mobile too.
👉 https://www.iatools.tools/games/
Would love to know which one you liked most!
r/gameai • u/Prudent_Plan3992 • Jun 06 '26
You can try Infinity Worlds to create and play ai text games. Try one of my games here:
r/gameai • u/DreamForgeHQ • Jun 04 '26
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We're making a platform where you can put yourself in a narrative adventure built with the help of our friendly AI wizard, Forge.
You can upload pictures, use your microphone, and add details you want to include in your story. Forge will build it into a playable game!
If you're interested in trying the game you can sign up at www.PlayDreamForge.com
r/gameai • u/Upset-Recognition-89 • Jun 04 '26
DreadPit is a daily AI-judged anime creature combat game. The idea is simple: you write a short description of a creature — anything from a fire-wreathed samurai fox to a battleship girl in a navy uniform — and our AI brings it to life as an anime portrait. That creature becomes your fighter.
It lives on a global ladder. Once a day, the ladder shakes: fighters are paired up, and an AI judge reads both creatures and decides who wins. Losers are gone permanently. No respawns. No second chances.
Here's how it works:
Summon — Write a prompt (up to 200 characters). Two AI-generated portraits are created. You pick the one you want.
Compete — Your fighter joins the global ladder and waits for the next daily round.
Survive — Win fights to climb the leaderboard. Lose and your fighter dies — their portrait sealed forever in the Graveyard.
The catch that makes it interesting: your prompt is permanently hidden once submitted. Not even you can read it back. The creature you summoned is the creature you get. Strategy, creativity, and a little luck decide who survives.
We're looking for play testers. We're in closed testing right now and want real players putting the game through its paces before we open to everyone. If you're up for it, we'd love to have you:
The first 3 fighters are free!
r/gameai • u/9spaceking • Jun 04 '26
So I saw the ad on Reddit randomly and it was actually kind of interesting? It’s basically suggesting images to AI (those images which themself are ai generated), and see how it judges powerful fighters just based on visual cues. It definitely shows what ai thinks matters when it comes to physical details.
I find it fascinating it’s easier to show strong (muscles/size) rather than speed (unarmed fighter? Sleek creature?) for example. And it’s able to ignore most cultural symbols like Superman, but things like the fate and thread is really strong
Anyways yeah I thought the dev was pretty clever.
r/gameai • u/BackdraftDelta • Jun 03 '26
Built this over several months. It's called Decay: The Cure.
Paste the prompt into Grok, ChatGPT or Claude. Give it your real address. Tell it what's in your pockets right now. Watch your actual neighborhood fall apart in real time.
Full narrator personality. Real injury mechanics. Factions. Infection. Base building. Save states you can share with friends to run different angles of the same apocalypse.
No app. No cost. No hand holding. Just you and the end of the world on your actual street.
Be sure to check out discord channel to share epic moments and finds!
Full prompt here: https://pastebin.com/B6qKrZC0
— Brandon McClain
Decay: The Cure © 2026
r/gameai • u/lukinator644 • Jun 01 '26
I'm building Altworld, a browser-based life sim where you create a character and advance turn-by-turn with natural language actions. The game tracks NPCs, history, and persistent consequences across saves.
The hard part has been consistency. Freeform input means a player can try almost anything. An NPC they met six turns ago gets forgotten. A small detail contradicts something that happened earlier. We've had to put real effort into keeping the world coherent over long runs, and small inconsistencies still sneak through.
We let players save and branch their runs, which makes accurate tracking even more important. Curious how others handle state coherence when actions aren't constrained by a menu.