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Classical Artificial Intelligence

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Module Brief: Create two demo applications, exemplifying two distinct categories of AI technology: Authored behaviors and Computational intelligence.


I created 2 artefacts for this module:

1. A basic scheduling / Task oriented NPC system, emulating Bethesda's 'Radient AI' system.

The artefact consisted of a small settlement of 10 NPCs which would carry out a daily routine and also interact with each other.

The NPCs were assigned a series of 'Packages' which would contain a set of behaviours, or an area that the agent should be. These packages had conditions for their activation, such as time of day and whether an object was currently being used or not. The packages were then stacked in order of priority execution and the agent would use the first package that it met all the conditions for, similar to a Hierarchical Task Manager. They would then carry out one of the actions contained inside the package. These actions ranged from patrolling an area, to using a piece of equipment or object in the area, to interacting with another NPC.

2. The second artefact took the form of a Shooter AI that will:

Patrol an area while the player in hidden.
Engage the player when spotted, using cover and tactical pathfinding to remain safe.
Chase the player if they flee from combat and can follow them even when they are out of sight. (Without cheating)

It does this by using a series of nodes, and using the players last known position, calculates the path the player is most likely to have taken, then follows that path until reaching the end, or an intersection that it does not see the player at.

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