AI Development Roadmap
Objective: Implement basic navigation for AI agents.
- Create a simple AI using Unity's navigation system.
- Move the agent to a specified goal point.
- Navigate around obstacles.
Success Criteria: The agent can reach the goal point while avoiding obstacles.
Objective: Implement a Finite State Machine for AI behavior.
- Create the basic structure of an FSM.
- Define states:
- Idle: The agent starts in an idle state.
- Scan: The agent scans and detects the goal.
- Move: The agent moves towards the goal.
- Exit: The agent returns and exits.
Success Criteria: The agent transitions correctly between states based on conditions.
Objective: Implement GOAP for dynamic AI behavior planning.
- Create the basic structure of GOAP.
- Develop an action plan.
- Define states:
- Idle: The agent starts in an idle state.
- Scan: The agent scans and detects the goal.
- Move: The agent moves towards the goal.
- Exit: The agent returns and exits.
- Extra: Handle complex scenarios with double obstacles and enemies.
Objective: Implement HTN for hierarchical task planning.
- Create the basic structure of HTN.
- Develop a task plan.
- Define states:
- Idle: The agent starts in an idle state.
- Scan: The agent scans and detects the goal.
- Move: The agent moves towards the goal.
- Exit: The agent returns and exits.
- Extra: Implement object pickup and following behaviors.
Objective: Implement a Behavior Tree for complex AI behavior.
- Create the basic structure of a behavior tree.
- Develop a behavior plan.
- Define states:
- Idle: The agent starts in an idle state.
- Scan: The agent scans and detects the goal.
- Move: The agent moves towards the goal.
- Exit: The agent returns and exits.
- Extra: Update objectives based on events and search for enemies to eliminate.
Coming Soon
such as:
#Unity #AI #Artificial Intelligence" #Navigation #FSM #Finite State Machine #GOAP #Goal-Oriented Action Planning #HTN #Hierarchical Task Network #Behavior Tree #Game AI