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Overview

This module requires Game Creator 2 in order to work.

Create your own behavioral AI system using four industry-standard techniques. State machines are the easiest and most intuitive tools to use. At any given time, an agent can be executing a single state and have a list of transitions to other ones.

Behavior trees offer a way to keep systems more organized. It comes with all the common types of nodes, such as tasks and sub-graphs. Composite nodes allow you to branch the logic into multiple paths using selectors and sequence types, among others. Decorator nodes allow for the transformation of the result of executing their child nodes. For example, using the inverse decorator turns a failure into a success.

GOAP, or goal-oriented action planning, is a novel technique in which you define multiple tasks of things to do without any order, and the behavior brain will figure out the best possible combination at any given time in order to fulfill a list of goals.

Utility AI (also known as needs-based AI) is an advanced behavioral AI technique that allows for the definition of how much a task node should be prioritized over others using a dynamic numeric value and an easing curve.

This is extremely useful to create games such as The Sims, where each character has different needs based on their personality traits and current context.

Includes:

  • Source code
  • Examples and Templates

Download Links:


Download Behavior 2 | Game Creator 2 by Catsoft Works v2.1.4 (Latest Version)