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Description

This is a project I created for my Artificial Intelligence course at Humber College.

Features

General

  • Tile-based procedural dungeon system based upon the techniques pioneered by Joris Dormans
    • Cyclic level generation with primary and secondary cycles
    • Uses random walk and A* algorithms on a graph to generate full cycles
    • Uses the graph to place randomly chosen prefab rooms in the same configuration as the graph

AI

  • Steering algorithms

    • Seek
    • Flee
    • Arrive
    • Avoid
    • Pursue
    • Evade
    • Look at Target
    • Look Where Moving
  • Pathfinding

    • Dijkstra and A* algorithms
  • AI behaviours using a Finite State Machine

    • Uses Unity's Scriptable Objects for Actions, Decisions, States and Transitions

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