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Weekly Feed:

Game Concept – Resource Management AI & Behavior Trees

Introduction: This is an overview of the concept for the second game I develop as part of the Games and AI module which includes a discussion of behavior trees and resource management AI which I plan to use as blueprints for the development of two distinct player opponent system in Unity 2019.3. Game Concept: The…

Final Zombie Game

Introduction: The outcome of this project is a basic third-person zombie game which is extended past the provided tutorial material to feature a stats system for the player and agents and an enhanced FSM model designed for multiple variants of agents represented through different models and animations obtained from Adobe Mixamo’s platform. The waypoint navigation…

Zombie Game – Extended AI Behavior Pt.2

Introduction: I’ve extended the zombie game’s codebase further by implementing two new additional enemy types in the form of an agile zombie, which moves and attacks faster but has less hit points and a grunt marine unit with a large health pool and prolonged attack animation. These two new enemies introduce an additional state to…

Artificial General Intelligence and General Game-Playing Agents

Introduction: Throughout the years, advancements in technology have pushed the limits of what can be achieved with AI. As computational power grew the overhead of developing advanced behavior for achieving complex tasks has decreased but an open challenge is still present in the task of developing an artificial general intelligence (AGI). The main concept behind…

Unity Navigation & Pathfinding

Unity Navigation & Pathfiding: Unity’s navigation system provides agents the ability to intelligently move around the game world using navigation meshes. Dynamic obstacles can alter the navigation of agents at runtime, while off-mesh links can be used to implement custom behavior associated unique actions performed under specific criteria. Creating a navigation mesh can happen prior…

Zombie Game – Extended AI Behavior Pt.1

Introduction: I’ve extended the zombie game codebase by implementing two additional states to the AI Agent which include “Searching” and “Attacking”, bringing the total number of states for the Finite State Machine model to 5 and enhancing the functionality associated with the “Wandering” state to favor the closest available waypoint rather than follow a linear…

Zombie Game – Tutorial Tasks

Introduction: This is a brief overview of my results and conclusions from completing the weekly tasks of the Zombie Shooter Game tutorial from the Games and AI module at Coventry University. Week 1: The tasks in Week 1 assist in the setup of a Unity project & scene, explains some basic methods of managing 3D…

Hierarchical FSM – The “Combat Chess” of Doom (2016)

Introduction: For the first week of the Games and AI module at Coventry University, my task involved to choose a game and analyze the AI techniques implemented in it. I chose Doom (2016) because of its player-focused engaging action-oriented gameplay loop, defined as “Push Forward Combat” by the developers. This type of combat is designed…


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