Squad AI Coordinator — Personal Project

Greg Allen
𝐀𝐈 𝐦𝐨𝐧𝐤𝐬.𝐢𝐨
2 min readJun 23, 2023

Description:

So for a summer personal project, I decided to make a dynamic squad based enemy AI manager system for a TPS game. Overall objective is to make an AI system that can control a group of enemy behavior intelligently and reactively.

What I aspire to

Some of the Features I hope to create:

  1. AI Director Framework: Controls the behavior, and actions of enemy units based on dynamic factors… such as audio cues, line of sight, communicated information and current formation maneuvers
  2. Decision-Making: Allows enemies to make tactical decisions, such as taking cover, flanking, coordinating attacks, or retreating based on whatever’s the current combat situation.
  3. Reactive Enemy Behaviors: Create enemy AI behaviors that can react to the player’s actions, such as actively pursuing the player, calling for additional reinforcements, actively healing other enemies, dodging or evading active player fire, or adapting their strategies to counter the player’s tactics.
  4. Perception/Awareness: Enemies should be able to detect the player’s presence, respond to noises/visual cues, and maintain situational awareness.
  5. Playtesting and Balancing: Develop levels and systems that allow for playtesting, and balancing of enemy AI behaviors
  6. Iteration processes and Playtest best practices

Some features that would be nice to have:

  1. New Special Enemy Behaviors: Create unique and challenging AI behaviors for special enemy types within the squad, incorporating complex attack patterns and mechanics.
  2. Variety in Player Interaction with Enemies: Implement more diverse enemy behaviors to provide variety in player interactions, such as enemies with different weapons, movement styles, or combat roles.
  3. For demonstrations, have the possibility of the squads being able to verse other squads

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