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AI-Agents-Procedural-Generation

Video Documentation of this project, URL - https://youtu.be/obu4n33KHIw

Interactive Agents and Procedural Generation Demo documentation References for code

NavMesh - Unity's NavMesh Components is being used to bake the navmesh and navigate the agent

Generator

  • Files
    • Home - The main class that creates the home
    • HomeArea - Calculates the partitions and Generates the rooms in the space using the Binary space partitioning algorithm
    • BinarySpacePartitioner - Implements the algorithm
    • Room Generator - Handles the generation of the rooms and stores them in a list
    • Node and RoomNode - Node classes that hold the room data
    • RoomStructure and Line - Defines the room structure and its orientation (Horizontal or vertical)
    • CorridorGenerator and Corridor - Generates the corridors and holds the corridor data in a Corridor node

Agent

  • Files
    • BTNode - Implements the node data structure
    • BTree - Abstract class for the agent behaviour trees
    • Selector and Sequence - Handle the flow and execution of the behaviours/actions
    • SimBT - The main behaviour class that defines the agent behaviour
    • Roam - An agent behaviour tree node that makes the agent roam around the house using rooms as waypoints and navmesh to navigate
    • CheckAgentNeeds - A BT Node that checks the agent needs as per the sequence and sets the agents next target/task
    • TaskGoTo - Defines the tasks for each room
      • Bathroom
      • Bedroom
      • Kitchen
      • Living
      • Work
      • DoNow
    • AgentNeedsUpdate - Currently handles the state of the agent that enables the agent to update the stats as per the state. This also handles the colour change as per the state
      • Sleeping state
      • Working state
      • Eating state
      • Showering state
      • Relaxing state

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AI agent based on SIMS game behaviour in a procedurally generated house

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