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AI

The AI behavior is specifically designed to extend the editor and engine to implement artificial intelligence for object instances, for games built in Construct 3 and Construct 2.


The AI behavior supports the implementation of computer bots in games that simulate player-like behaviors. The intelligence percentage of a game bot is adjustable, which you can set as the difficulty to compete with them.


The AI behavior supports procedural learning, so your enemy bots can learn as they play. The AI behavior has a set of complete and mathematically balanced artificial intelligence algorithms, designed from scratch for Construct's architecture, thus complete and efficient, and most importantly, blazing fast.


The AI behavior implements artificial intelligence for object instances, which is useful for game application bots and artificially intelligent object instances.

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Introduction

Step 1.png

The Construct Master Collection has plugins that extends the editor and engine features of both Construct 3 and Construct 2.


Please click here to learn more about Game.

Features


The AI behavior is specifically designed to extend the editor and engine to implement artificial intelligence for object instances, for games built in Construct 3 and Construct 2.


The AI behavior supports the implementation of computer bots in games that simulate player-like behaviors. The intelligence percentage of a game bot is adjustable, which you can set as the difficulty to compete with them.

The AI behavior supports procedural learning, so your enemy bots can learn as they play. The AI behavior has a set of complete and mathematically balanced artificial intelligence algorithms, designed from scratch for Construct's architecture, thus complete and efficient, and most importantly, blazing fast.


The AI behavior implements artificial intelligence for object instances, which is useful for game application bots and artificially intelligent object instances.


Here are some of the game features of the game plugin:

  • Artificial Intelligence for game bot instances.

  • Intelligence report decision making.

  • Intelligence option decision making.

  • Decision methods

    • Percentage

    • Scale

    • Highest

    • Lowest

  • Direct or inverse bias of values on reports, for intelligence report decisions.

  • Decision processing tools

  • Decision reading tools

  • Function based design of decision making event creation.

  • Expression based decision making support in event creation.

  • Light and efficient artificial intelligence algorithms.

  • Mathematically balanced algorithms.

  • Designed from scratch with customized algorithms for Construct 3 and Construct 2, with the event sheet.

  • Adjustable instance intelligence, variable for game bot difficulty.

  • Artificial intelligence tools for data comparisons and flipping.

  • Complete data checking, processing, reading and retrieval using conditions and expressions.

  • Scalable with the Construct 3 and Construct 2 engines, supporting thousands of objects and object instances with no performance overhead.

  • Performance tested, blazing fast and efficient, with no performance overhead.

  • Well maintained and fully tested for production release.

For more information about game project features, please click here to read the introductory lessons to Game.


Platform Integration


Here are some of the platforms that are natively supported:

  • All platforms supported by Construct 3.

  • All platforms supported by Construct 2.

  • Web

  • Mobile Web

  • Desktop

  • Android

  • iOS


Build Support


Here are some of the supported build options:

  • Web

  • Desktop

    • NW.js

    • Windows (WebView2)

    • macOS (WKWebView)

  • Mobile

  • Construct 3 Build Service

  • Facebook Instant Games

  • Playable Ad

  • Construct Arcade


Editor Features


Here are some of the features in the Construct editor:

  • Construct 3

  • Construct 2

Introduction
Features

How to use?

It is easy to use the AI behavior, you will only need to follow the steps below.

1. The first step is to add any world object in your Construct 3 or Construct 2 project. Then place a world object instance in a layout.

  • Object in Construct 3 or Construct 2 is an entity you can see in your project bar, specifically in the Object types folder.


2. The second step is to click the Edit Behaviors button in the newly added object's properties. This will launch the Object behaviors dialog of the currently selected world object instance.



3. The third step is to click the Add new behavior button in the newly launched Object behaviors dialog.



4. Finally, add the AI behavior, to include its features in the currently selected object and its object instances.



5. You can also set the new plugin properties of the object instances.

  • Intelligence - is a percentage value from 0 to 100. It determines the intelligence of an instance, or accuracy in making decisions. An instance's decision accuracy varies from ​​its intelligence.

For more information about the AI behavior's properties, please refer to the Properties Section far below to learn more.

Instructions
Documentation

Documentation

For learning purposes, it is recommend to read the introduction tutorial to easily and quickly grasp the concept of the Artificial Intelligence behavior's decision-making based intelligence algorithm.



References:



Related Plugins


  • Self Function - is a plugin that implements functions on objects and its instances, for easy instance method calls and sub-classing. This is to extend the object's features and create behaviors using only the event sheet, without having to write JavaScript or an addon. It is a useful feature to use with the AI behavior.

ACEs

Actions, Conditions & Expressions

Actions

The following action groups:

  • Decision Making

  • Option Decision

  • Intel Report Decision

Decision Making

  • Decide - Make a decision, results are outputted on the expressions "CurrentDecision" and "CurrentDecisionVal".

    • Name - The name of the decision.


  • Create Decision - Create the blueprint of the decision, with the algorithm and method value to be used.

    • Name - The name of the decision.

    • Decision Type - The decision type in which the AI algorithm is run, either an Intelligence Report Decision or an Option Decision.

    • Decision Method - The value in which is to be interpreted and used. "Percentage" is preferable since it's scalable.


  • Set Intelligence - Set the object instance's intelligence. From '0' of absolute randomness, to '100' of absolute accuracy.

    • Percentage - Numerical value from '0' to '100', representing a percentage.


Option Decision

  • Set Option - Add or overwrite an option into the specified option decision's options list.

    • Decision Name - The name of the option decision.

    • Option Name - The name of the option.

    • Value - The value of the option.


  • Remove Option - Remove an option from the specified option decision's options list.

    • Decision Name - The name of the option decision.

    • Option Name - The name of the option.


Intel Report Decision

  • Set Report - Add or overwrite a report into the specified intelligence report decision's reports list.

    • Decision Name - The name of the intelligence report decision.

    • Report Name - The name of the report.

    • Value - The value of the report factor.

    • Bias - The feedback of the value towards the AI algorithm. Whether it's positive or negative.


  • Remove Report - Remove a report from the specified intelligence report decision's reports list.

    • Decision Name - The name of the intelligence report decision.

    • Option Name - The name of the report.

Conditions

The following condition groups:

  • Decision Making

  • Option Decision

  • Intel Report Decision