This paper regards the implementation of a game in Unity called ”IRL-Simulator”. It is developed as a project in the course ”Artificial Intelligence for interactive media” [TNM095] at Linköping University. The main aim for the game is to see how realistic an AI will behave when given the same ”needs” as a real human being, similar to how the ”The Sims”-games work. The actions of the AI are actualized through a ”Behavior tree”, where the needs decides the traversal of the tree. The visualization of both the needs and scene is done through Unity. A* pathfinding is utilized to navigate a NavMesh around different interactable objects in the scene. Both the tree and the pathfinder are based around states which symbolize how and what the agent is doing. Specifically, ”Success/Running/Failure” for the tree and ”Idle/ Working” for the pathfinder. A random, user initiated, event is also implemented to both allow user interaction and test the AI’s ability to adapt.
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The aim of the game is to see how realistic an AI will behave when given the same ”needs” as a human being, similar to how the ”The Sims”-games work. The actions of the AI are actualized through a ”Behavior tree”, where the needs decides the traversal of the tree.
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richardgotthard/IRL-Simulator
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The aim of the game is to see how realistic an AI will behave when given the same ”needs” as a human being, similar to how the ”The Sims”-games work. The actions of the AI are actualized through a ”Behavior tree”, where the needs decides the traversal of the tree.
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