Uploaded May 2019 | Updated September 2026, 31 minutes ago
This engine aims to allow the user to visualize various AI behaviour types - how they interact with their environment, what is used in their "decision making", and to test adjustments to those AI in real-time.
This video demonstrates the ability to switch between actors within the simulation, allowing you to get a sense of each actor and why it is "choosing" to do what it is doing at any particular time.
Each actor's particular set of behaviours are listed, which allows for any variation of actor to be analyzed in this visualization tool.
The next updates will be (in no particular order):
- Addition of more behaviours (e.g. wall avoidance)
- The ability to adjust the intensity of the various behaviours
- And any others that you may have in mind! Please let me know!!
Please find the current codebase at github.com/s0lly/Steering-Behaviours - but note that this is still a work in progress.
Hopefully this project will allow for the quick creation of multiple AI types by allowing live-editing of various parameters, and give a very deep sense into how the various AIs would respond to different stimuli.
Please let me know how if you have any suggestions on things to add!
Acknowledgements:
This was made using the Chili Framework: http://wiki.planetchili.net/index.php... - thanks Chili!
The ideas of using steering behaviours came about while reading Mat Buckland's book "Programming Game AI by Example", which has proved invaluable in building this visualization.
Music by Eric Skiff, intro music song "All of Us", main music song "We're the Resistors" (Available at EricSkiff.com/music)
This engine aims to allow the user to visualize various AI behaviour types - how they interact with their environment, what is used in their "decision making", and to test adjustments to those AI in real-time.
This video demonstrates the ability to switch between actors within the simulation, allowing you to get a sense of each actor and why it is "choosing" to do what it is doing at any particular time.
Each actor's particular set of behaviours are listed, which allows for any variation of actor to be analyzed in this visualization tool.
The next updates will be (in no particular order):
- Addition of more behaviours (e.g. wall avoidance)
- The ability to adjust the intensity of the various behaviours
- And any others that you may have in mind! Please let me know!!
Please find the current codebase at github.com/s0lly/Steering-Behaviours - but note that this is still a work in progress.
Hopefully this project will allow for the quick creation of multiple AI types by allowing live-editing of various parameters, and give a very deep sense into how the various AIs would respond to different stimuli.
Please let me know how if you have any suggestions on things to add!
Acknowledgements:
This was made using the Chili Framework: http://wiki.planetchili.net/index.php... - thanks Chili!
The ideas of using steering behaviours came about while reading Mat Buckland's book "Programming Game AI by Example", which has proved invaluable in building this visualization.
Music by Eric Skiff, intro music song "All of Us", main music song "We're the Resistors" (Available at EricSkiff.com/music)









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