Behavior Planner

Saw today unite talk about new AI-system
this is really impressive

And I wonder is it ECS based?

5 Likes

I was thinking the same question while watching the video, in my mind… if Unity could make Ecs/Jobify…., Behavior planner, the new navmesh system and ML-Agents, so they can works all together with seamless integration… well boy… 2019 gonna be a good year for AI :smile: …. what else we can dream for… a ultra optimized native influence map? :smile:, wonder what qualifications do u need to be a “early adopter” for the behavior planner beta?

Talk to us :slight_smile: Email us at ai.research@unity3d.com and share what project you’re working on.

2 Likes

beta is available via the package manager, hooray!
and it is DOTS! insane

5 Likes

I installed the AI Planner package but its required Entities version is still preview.24. I already upgraded Entities to preview.29. Is there ETA on when would this be updated?

I also see that it uses an interface to implement the actions. I don’t get this part. How do we access data from ECS then if it’s implemented like this? Are we going to use EntityManager inside such action classes? I don’t think that’s advisable as it is slow.

The link for Otto is also broken: For a complete sample project, see: Otto.

You need unity 19.1b to update to preview29

I’m already on Unity 2019 and my Entities is preview.29. What I meant was that AI Planner has specific dependency to Entities preview.24. Shouldn’t the AI Planner update as well to match the latest of Entities?

oh my bad.

Not if they want allow 18.3 users to test this package

How does it works for you ? I have troubles accessing to the traits’ fields from Preconditions. Generating AI Domain Definition Classes throws errors (2019.1.0b8).

That did not make the cut before GDC, but is what our small team is working on next.

1 Like

Apologies for not having the sample project up. This is incoming and will hopefully explain the usage of the planner.

Hmm… This is odd as the generated code should have implemented those. Did you get any errors when generating the code for the domain?

Sample project has now been posted to github and a new thread was created:

^---- We will eventually sticky this thread

2 Likes

The code is generated. Only the errors I mentionned :

I managed to make the Otto sample work, so CS0122 shouldn’t be a problem… already rebooted, reloaded Unity, tried to put HashCode in public, …

Thank you for the sample, I’m now sure it does all I need ! I saw BaseAgent inherits from MonoBehaviour : is there a plan for a pure ECS implementation ?

Found it !

Switched the API Compatibility to 4.x before generating classes (my bad…). Let’s play with this wornderful tool ! Thanks again !

1 Like

That’s something we’d like to support. However, it is lower on our priority list right now.

1 Like

That’s way sad. Gonna wait for the DOTS implementation. Thank you for the progress, though!

Can you share a bit more about what you’d be looking for? I think you’re wanting to have the equivalent of operational actions for ECS entitites?

Well, I just wanna utilize the planning system within my Pure-ECS solution. I was hoping to find some way to make my environmental changes based on different conditions. I have rooms where there may be a wall, and there may also be a painting on this wall. And this wall might get replaced by an arch, but it has to hide the painting first. Or some other objects might need to switch their places while no one looks at those. In combination with some tame logic, I feel the planner would fit my needs. Besides, I want my NPCs to perform actions on following goals to make bots