Artificial Intelligence for Games

A video game development concept I was always curious/wanting to learn more about was artificial intelligence. I've have never gotten the chance to mess with artificial intelligence before, and having gone through the process of creating instances of agents, who can flee/pursue/or wander. There is still much more to learn, and is something that I would love to work on more in the future.


Recent Updates

May 23rd, 2019
  • Implemented an instance of pathfinding that will a raycast a point (red node) selected based on the mouse cursor.
  • Once a point has been chosen, this would create nodes around the object until a node reaches the selected target.
  • Afterwards, the node closest to the object would go through and figure out which node next to it, is the closest to the target.
  • The next node chosen would repeat the process while recording each node selected before, onto a list to be the path the object follows afterwards (nodes highlighted in blue).
May 20th, 2019
  • An AI agent created can have different steering behaviors (flee/pursue/wander).
  • The flee and pursue agents can flee/pursue the pathfinding AI, or eachother.
  • These steering behaviors (expect the wandering behavior), would only be activated when the target is in the area.
  • If the target is not in the area, the agents would default back to their wandering behavior.

More Information

Download

artificial-intelligence-for-games.zip 22.0 MB

Installation Instructions

Download the .zip folder and extract it. Launch the executable (.exe).

Repository Link

https://github.com/ASGitH/aie-Artificial-Intelligence-For-Games

Tools Used

Game Engine - Unity Game Engine


Screenshots


History

May 23rd, 2019
  • Implemented an instance of pathfinding that will a raycast a point (red node) selected based on the mouse cursor.
  • Once a point has been chosen, this would create nodes around the object until a node reaches the selected target.
  • Afterwards, the node closest to the object would go through and figure out which node next to it, is the closest to the target.
  • The next node chosen would repeat the process while recording each node selected before, onto a list to be the path the object follows afterwards (nodes highlighted in blue).
May 20th, 2019
  • An AI agent created can have different steering behaviors (flee/pursue/wander).
  • The flee and pursue agents can flee/pursue the pathfinding AI, or eachother.
  • These steering behaviors (expect the wandering behavior), would only be activated when the target is in the area.
  • If the target is not in the area, the agents would default back to their wandering behavior.