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GameAILab

Space Representation:

  • Grid
  • Waypoint
  • NavMesh from mesh

Pathfinding:

  • Dijkstra
  • A*
  • IDA*

Decision Making:

  • FSM
  • Behaviour Tree
  • Event-driven Behaviour Tree
  • Utility
  • Bucket Utility
  • Dual Utility
  • GOAP

Perception:

  • Sight
  • Damage

AISandbox

Individual AI:

  • Patrol - MoveToBattlePoint - Aim (with FSM)
  • Sight

Team AI:

  • Relaxed - Combat (with FSM)
  • control AI positions with battle points (working...)

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尝试各种游戏AI技术的地方

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