mtrebi/AI_FPS
AI system to simulate combat behaviors in a FPS game using Behavior Trees (UE4)
Implements spatial reasoning through custom visibility ray-tracing and tactically-weighted A* pathfinding that avoids exposed areas, while coordinating squad behaviors via shared bot data structures for flanking, covering, and suppression tactics. The system layers Behavior Trees with UE4's Environment Query System (EQS) using custom tests—pathfinding cost, visibility, obstacle proximity, influence maps, and spread calculations—to drive decision-making across idle, patrol, search, and combat states.
185 stars. No commits in the last 6 months.
Stars
185
Forks
52
Language
C++
License
MIT
Category
Last pushed
Nov 06, 2019
Commits (30d)
0
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