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Goal Oriented Action Planning

This project was for class on artificial intelligence in games. My focus was on the idea of goal oriented action planning, which involves giving the AI a goal and letting it decide how best to proceed rather than giving it an explicit set of instructions for every possible scenario. This is accomplished through priorities and requirements. In my example, one cube moves along a set path on the outside of the level. Another cube patrols the area and has a goal of tagging the other cube. To do this, the patroller must first find and collect a tag. There are two kinds, red and green tags. However, each tag has a cost, which is multiplied by the distance from the patroller, with red tags being cheaper. So, if it is equally distant from each, it will pick up the red tag and then continue searching for the other cube. This is a brief summary, and I would be glad to explain it in greater detail if you have any questions. The program can be downloaded by clicking "View Website" below.

View Website
Bryan O'Neill
Game Designer Vienna, VA