I was tasked with creating artificial intelligence within the Unreal game engine in c++ without using any of the in built features such as blueprints or the behaviour trees. In the scene there is a spy that's primary goal is to stop a nuclear launch and a guard that's goal is to keep the launch on track. The guard uses a state machine and the spy uses a behaviour tree to decide what action to take. There are objects within the scene for the spy and guard to interact with such as lockers to hide in, health kits to heal, chemical spills to avoid, a lever to stop the nuclear launch and a charging area for the guard to recharge at.

I learnt a lot about different AI techniques and gained experience using the Unreal engine during the project.

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PinClipart.com_fixed-mindset-clipart_219
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