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
Individual AI:
- Patrol - MoveToBattlePoint - Aim (with FSM)
- Sight
Team AI:
- Relaxed - Combat (with FSM)
- control AI positions with battle points (working...)