http://www.tenpn.com/DecisionFlex.html
Have you ever found yourself writing cascading if-else statements to evaluate what your AI does next? Constantly tweaking logic and parameters to make the AI behave realistically, only to find an edge case that makes your grunt try to snipe a distant foe instead of the enemy trying to knife him?
Enter DecisionFlex, a toolkit for adding emergent and human-like decision making to your Unity game.
It’s useful for:
- A soldier choosing its next target, based on target range, type and the soldier’s ammo count
- A Sims-like human choosing to eat, drink, work or exercise based on hunger, thirst, wealth and fitness
- A bot choosing to prioritise picking up a health pack, based on the bot’s HP and distance to the nearest pack
- Any time you find AI trying to make a decision between many actions based on multiple factors
You simply use editor-based tools you already know, like the hierarchy and animation curves, to define a decision as a series of actions. Each action then has one or more considerations, such as enemy range, ammo count and weapon strength, informing DecisionFlex how to weigh that action against others. And that’s it! Iterate, tweak and extend easily, until you have fantastic AI.
You can find more info on DecisionFlex, including several web demos, and buy direct at http://www.tenpn.com/DecisionFlex.html. You can buy it on the asset store at DecisionFlex | Behavior AI | Unity Asset Store.
Ask questions below!