Description
In the course AI programming at DAE we learned a bunch of different techniques to include AI in our games.
We started off creating some very basic steering behaviours, which we then later built upon to create more complex behaviours, using blended & combined steering behaviours. Obviously, we needed to optimize this a little bit as well, that’s why we also saw how to use flocking & partitioning.
Eventually, we went and had a look at some different algorithms for pathfinding, the most important ones being the A* algorithm, together with the navigation meshes.
Eventually, we also saw a few different state machines, such as the finite-state machine and a behaviour tree.
At last, we had a small introduction to machine learning.
For the exam we then had to combine all of these together to create an AI for a zombie game, the goal of this bot was to survive as long as possible, whilst scoring the most points. (collecting items, killing zombies, etc.)
On top of this, we also had to choose 1 topic about AI programming. We then had to research this topic and describe it on the Github page.
You can find the classes’ source files on this GitHub page.
Engine: Custom C++ Framework (DAE)