mtrebi/AI_FPS

AI system to simulate combat behaviors in a FPS game using Behavior Trees (UE4)

48
/ 100
Emerging

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.

Stale 6m No Package No Dependents
Maintenance 0 / 25
Adoption 10 / 25
Maturity 16 / 25
Community 22 / 25

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Stars

185

Forks

52

Language

C++

License

MIT

Category

unity-game-ai

Last pushed

Nov 06, 2019

Commits (30d)

0

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