Δημιουργία προσομοιωτή φάρμας αλληλεπίδρασης παίκτη-ζώου χρησιμοποιώντας έξυπνους πράκτορες ΤΝ που χρησιμοποιούν την αρχιτεκτονική του Δέντρου Συμπεριφοράς στη μηχανή Unity
Creating a player-animal interaction farm simulator using smart Animal AI agents that utilize the Behaviour Tree architecture in Unity
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Keywords
Artificial intelligence ; Smart agents ; Behaviour Tree Architecture ; Unity engine ; Τεχνητή νοημοσύνη ; Έξυπνοι πράκτορες ; Αρχιτεκτονική του Δέντρου ΣυμπεριφοράςAbstract
The master thesis project, implements smart A.I. animal agents by using the Behaviour Tree architecture. This implementation is handled by the Unity Engine in a game-like environment, where the user can interact with various parts of the game scene. Such interactions include the ability to plant crops which grow with the passage of time, the use of various tools on objects as well as the interaction with non-playable characters which are either the smart animal agents or stationary objects like the shop. Furthermore, the project features the passage of time from day to night and vice versa as well as an inventory system and a shop where items can be sold. Finally, the smart A.I. agents have specific needs that they need to satisfy as is defined by the structure of the Behaviour Tree. Specifically, their basic needs have been implemented, which are thirst, hunger, tiredness, affection towards the user and overall happiness which is expressed when the player character is nearby.