AI Pathfinding

This is prototype to demonstrate AI pathfinding using A* and Greedy


Project Overview

I developed this project at QUT for the unit IGB383: AI for Games. The aim of the project is to incorporate and understand common AI pathfinding methods, A* and Greedy, and when and where they should be used. The NPCs also had finite state machines controlling their logic. The AI use greedy whereas the player uses A*. This is due to A* being more accurate but more computationally complex, so it is reserved for more important movement like the player.

This project was made in Unity and programmed in C#. A* and Greedy were both adapted from common pseudocode to work within the project.

  • During this project, I undertook the following roles/tasks:
  • Programming
  • AI
  • Pathfinding

Tools/Skills Used

C#
Unity
AI
Pathfinding
Finite State Machines
Git
Github
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