Survivor AI
Published:
The Experience
This project was very challenging and fun to work on, especially as my first formal introduction into AI. This project was assigned in a 10 week course on artificial intelligence in game development and as such involved solely implementing the “brain” behind the survivor characters in a already created zombie wave survival game. In this assignment I implemented a complex decision tree as the “brain” of the survivor characters, with capabilities of offense, defense, and movement dependent on the survivors’ conditions, with intentions of turning this into a goal-driven behavior system (11/20). The survivors movement was dependent on a Point of Visibility (POV) layer on top of Unity game engine’s already existing NavMesh. To traverse this POV graph, I implemented a weighted A* pathfinding algorithm.
Strategies
- A* pathfinding algorithm
- Decision Trees