Vision, Focus, Excellence.
Advanced AI
Develouping AI scripts.
The studies I did at AIE really opened my eyes to the amazing control and flexablility of a variaty of AI scripts. The following is the sort of Code I have written.
A checkers player - knows what moves are legal and makes predictions about which one will benifit it the most.
A Tank Opponant - Using a navigation mesh I was able to find amunition. power-ups aswell as seek out aim and destory the human player. the implemention used both A-star and Dikstra's algorithms.
Develouping a navigation mesh from the geometry of a pre-existing 3D model
Writing Flee, Seek, avoid and persue algorithms aswell as flocking and object avoidance scripts.
Behaviour trees and Fuzzy logic engines
A Draughts Opponant who knows what moves can be made, who's turn it is, if they have another go from jumping another piece, and works out what move will end up most profitable to it within the limits of a one second of decision time.
searching via A-Star to find the best path to the lower right hand corner - weighted edges.
the final path A-Star suggested - weighted edges.
An enemy tank is using a Nav mesh to find the player and useful items.
Creating a feasible path options from the given geometry to navigate around the given geometry.
Creating a feasible path from the given geometry to navigate around the given geometry.
AI Path-finding in a tower defense game. The AI's had to work out how to navigate the tower placements the player chose to build. starting at one side, the AI's had to navigate to the exit point on their own.
Control over the shuffling and dealing of cards was coded into this small prototype game, the cards were synchronized across the internet so all players saw the same results.