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AI Planner

Discussion in 'AI & Navigation Previews' started by amirebrahimi_unity, Mar 23, 2019.

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  1. vincismurf

    vincismurf

    Joined:
    Feb 28, 2013
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    200
    I believe the new package will be released along with 2019.3's official release
     
    PaulUsul likes this.
  2. amirebrahimi_unity

    amirebrahimi_unity

    Unity Technologies

    Joined:
    Aug 12, 2015
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    352
    If you are wanting the NPC to evaluate which among many options is the best to do (e.g. pick up a weapon nearby instead of finding cover) as part of a many-step plan, then a planner may be helpful. It most likely will involve modeling time in the domain, which can be tricky. Otto has time as a state variable and is what allows it to decide whether to work 5, 10, or 15 seconds in one long go. You would also need to properly model where an NPC would crouch or jump over obstacles if that is important in the decision making model. Perhaps that level of information is left out and only locations are represented with some cost and heuristic. You might combine this with another system for the actual navigation part -- e.g. Navmesh.

    However, if you're only wanting to do things in a pre-determined order or pick the best of a specific choice (which of the weapons near me is the best), then a simple state machine, utility AI, or behavior tree might get the job done for you (in order of complexity).
     
  3. amirebrahimi_unity

    amirebrahimi_unity

    Unity Technologies

    Joined:
    Aug 12, 2015
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    We've begun the process of preparing our next release this week, so we're planning for a November release (probably somewhere during the middle of the month). However, we're also dependent on the next Entities package release, v0.2, which is going to be released soon.
     
    vx4 likes this.
  4. amirebrahimi_unity

    amirebrahimi_unity

    Unity Technologies

    Joined:
    Aug 12, 2015
    Posts:
    352
    I'm going to lock this thread now, since there is a newer thread for questions that is pinned.
     
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