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Game Programmer - Portfolio
This game was created for my Advanced Maths and Games AI coursework. The aim was to demonstrate the ability to create intelligent AI, which used finite state machines and different pathfinding techniques for the AI to have varied behaviour.
To create the pathfinding system, a variety of different pathfinding algorithms were used; A*, Dijkstra and BFS. Each of the AI use a different algorithm to walk to a set destination on the map. When they get there they use the pathfinding system to go back to their start position. If the player is within a certain proximity to the AI then based on the Finite State Machine each of these AI will perform different actions. The pathfinding also takes into account the different tiles on the map and the cost for them. This means that the AI will always try and take the shortest path which costs the least. For example, the water adds a cost of 5, sand a cost of 3 and grass a cost of 1 therefore the AI will prefer any path with has more grass.
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