Tutorial: AI

This project implements an AI system for non-player characters (NPCs) in a game. The system creates realistic and dynamic NPCs that can make decisions, navigate environments, and respond to changing conditions. At its core, the Behaviour System organizes actions into prioritized tasks, while the NPC Controller coordinates all capabilities like movement and target selection. NPCs have personality traits (aggressiveness, intelligence) that influence their decision-making, and a Factor Monitoring System tracks vital statistics like health and stamina to trigger appropriate reactions. This creates characters that can intelligently respond to game situations without needing explicit programming for every scenario.

Source Repository: None

flowchart TD
    A0["Behaviour System
"]
    A1["NPC Controller
"]
    A2["Factor Monitoring System
"]
    A3["Navigation System
"]
    A4["NPC Personality System
"]
    A5["Task Management
"]
    A6["Target System
"]
    A7["Reactive Behavior Triggers
"]
    A0 -- "Creates and prioritizes" --> A5
    A1 -- "Uses for decision-making" --> A0
    A1 -- "Controls movement through" --> A3
    A2 -- "Activates" --> A7
    A4 -- "Configures behavior of" --> A1
    A5 -- "Executes behaviors for" --> A0
    A6 -- "Provides targets to" --> A1
    A7 -- "Initiates behaviors in" --> A0

Chapters

  1. Behaviour System
  2. NPC Controller
  3. NPC Personality System
  4. Factor Monitoring System
  5. Target System
  6. Navigation System
  7. Task Management
  8. Reactive Behavior Triggers

Generated by AI Codebase Knowledge Builder


Table of contents