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Stealth AI and Basic Memory
Stealth AI is a great way to learn core AI techniques, as it has clearly defined goals and parameters, but with plenty of room for innovation and extra functionality.
A long while back I made some AI behaviour scripts, based around stealth mechanics, but I then began expanding them into some more general AI behaviours.
You can see a demo of some of their functionality HERE.
AI ActorThe NPC in all its glory. | RunningThe boulder is recognised as a dangerous object - and the fact that it is on a collision course with the NPC is also recognised - leading to the NPC running away. | HearingNPCs have the ability to hear sounds, and they will investigate sounds if they hear them. If two sounds are heard, they prioritize based on the volume of the sound - which also factors in the distance. So if the two sounds are equidistant, the louder one will be investigated, and if they are the same volume, the closer one gets inspected. |
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LearningOnce close enough to the source of a sound, the NPC will stop (and in later versions, will look around a little bit). If the sound repeats, and the NPC 'sees' the source of the sound as it happens (i.e. sees the big cuboid hit the ground), the NPC will associate that sound, in that location, with that object, and will no longer investigate that sound. |
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