Bounty Hunter Waystation
Programming for AI - UE5
Demonstrates:
- Experience creating and working with AI systems such as utility theory
- Algorithms and methodologies including behavior trees and state machines
- Extending game systems to provide new or improved functionality to match updated designs
- Strong problem-solving and debugging skills
Real-Time Debug Visualization & Decision Data Table
AI:
- Bounty Hunters driven by AI using Utility Theory and Behavior Trees
- Hunters have a list of needs that must be satisfied by collecting items from shops
- If the last shop a Hunter needs is not available, that Hunter will wander until the shop is available or the Hunter becomes frustrated and goes to battle, getting themselves killed
- When a Hunter’s needs are satisfied, that Hunter goes to battle strong enough to survive
- When a Hunter is finished fighting, their needs are depleted and they return to town
Gameplay:
- Players provide needs by clicking on shops they have purchased to produce items
- Hunters spawn every 20 second and go to available shops to collect items based on needs
- Hunters start by needing rest, then an additional need unlocks every 30 seconds until all available needs are required; Rest, Water, Food, Gloves, Armor, Sword
- The player wins when Bounty Hunters all enemies, and loses if 5 Bounty Hunters die