-
Notifications
You must be signed in to change notification settings - Fork 23
Home
Dizy edited this page Feb 8, 2024
·
45 revisions
This framework only work with Unity and is currently tested on the 2019.3 version.
While utility-based systems can be used in many types of games, they are more appropriate in situations where there are a large number of potentially competing actions the AI can take—often with no obvious “right answer.” In those times, the mathematical approach that utility-based systems employ is necessary to ferret out what the most reasonable action to take is. Aside from The Sims, other common areas where utility-based systems are appropriate are in RPGs, RTS, and simulations.
Source : http://intrinsicalgorithm.com/IAonAI/2012/11/ai-architectures-a-culinary-guide-gdmag-article/
- Firstly, clone the master branch if you want to check the framework example
- Then copy the ReflexityAI/Assets/Plugins folder in your project to start using it
- Create a script MyAI inheriting from ReflexityAI and add it to your GameObject (look at AI Component as example).
- Create a script MyBrain inheriting from AIBrainGraph (look at AI-Brain as example).
- Create a MyBrain using Unity contextual menu in your Project view.
- Add a DataReaderNode to fetch fields and properties from your MyAI.
- Add one or multiple DataSelectorNode to select the data from the DataReaderNode.
- Add an UtilityNode to evaluate the DataSelectorNode outputs.
- Add an OptionNode to connect the value provided by the UtilityNode.
- Add a DataLauncherNode or a DataSetterNode to launch a method or set a value when the option is selected.
- Play unity and click on the AI in the scene using the Tool > AI Debugger to observe the brain activity.