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Dizy edited this page Apr 16, 2020
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The framework is about to be update to the new version with reflexivity, the document will be updated in consequence.
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, download the last release and import it into your Unity Project.
- Create a script MyAIComponent inheriting from AbstractAIComponent and add it to your GameObject.
- Create an AIBrainGraph using Unity contextual menu in your Project view.
- Add DataNode and ActionNode on the graph with an UtilityNode and an OptionNode
- Play unity and click on the AI in the scene using the Tool > AI Debugger to observe the brain activity.