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

debug_vis 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