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RebelRabbit-AI

AI Development Roadmap

AI Development Banner

Phase One: Basic Navigation

Objective: Implement basic navigation for AI agents.

  1. Create a simple AI using Unity's navigation system.
  2. Move the agent to a specified goal point.
  3. Navigate around obstacles.

Success Criteria: The agent can reach the goal point while avoiding obstacles.

Phase Two: Finite State Machine (FSM)

Objective: Implement a Finite State Machine for AI behavior.

  1. Create the basic structure of an FSM.
  2. 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.

Phase Three: Goal-Oriented Action Planning (GOAP)

Objective: Implement GOAP for dynamic AI behavior planning.

  1. Create the basic structure of GOAP.
  2. Develop an action plan.
  3. 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.
  4. Extra: Handle complex scenarios with double obstacles and enemies.

Phase Four: Hierarchical Task Network (HTN) Planning

Objective: Implement HTN for hierarchical task planning.

  1. Create the basic structure of HTN.
  2. Develop a task plan.
  3. 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.
  4. Extra: Implement object pickup and following behaviors.

Phase Five: Behavior Tree

Objective: Implement a Behavior Tree for complex AI behavior.

  1. Create the basic structure of a behavior tree.
  2. Develop a behavior plan.
  3. 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.
  4. Extra: Update objectives based on events and search for enemies to eliminate.

Link Asset Store Unity

Coming Soon

KeyWords

such as:

#Unity #AI #Artificial Intelligence" #Navigation #FSM #Finite State Machine #GOAP #Goal-Oriented Action Planning #HTN #Hierarchical Task Network #Behavior Tree #Game AI