Author:

Felix Kosian
Supervisor:Prof. Gudrun Klinker
Advisor:Daniel Dyrda (@ga67gub)
Submission Date:[created]

Abstract

In the world of Artificial Intelligence (AI) for video games, there exist many options for implementing Non-Player Character (NPC) behaviors. Choosing which methods and tools to use at the beginning of development for fast iterative prototyping is difficult. This thesis proposes a methodology for simultaneously using multiple graph- and reaction-based symbolic AI methods. Specifically, we will adjust decision trees, state machines, and behavior trees to work under a unified system. This method is then implemented in a node editor tool inside the Unity game engine with a complementary runtime framework for executing the combined graphs, called flows. The results are presented in a demo project, including example flows of potential use cases. Finally, the methodology and the tool are evaluated, and further research topics are suggested.

Results/Implementation/Project Description

Conclusion

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[ Slides Kickoff/Final (optional)]