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AI PATHFINDING

PROJECT TYPE

Group AI Development Project

ABOUT THE PROJECT

A university group module project to explore and develop different AI techniques. Each team member could choose one AI technique to explore but no two team members could use the same technique. I chose to explore and develop Pathfinding. This page will only go through my developed AI technique, and not the final product of the team.

YEAR

2024

STATUS

Complete

LANGUAGES USED

C#

SOFTWARE USED

Visual Studio, Unity 2022.3

LINKS

Overview

Project Description

A demonstration of my own implementation of the A* algorithm for AI pathfinding, built using C# in Unity. After some research into different pathfinding algorithms (such as Dijkstra's and greedy best-first search), I opted to use the A* algorithm due to the balance in speed and accuracy in finding a suitable path for the AI to follow. I developed this method further to optimise the code and improve the intelligence of the AI by using weighted nodes to determine a more optimised path over different terrain as opposed to the shortest possible path.

Key Learnings

  • How to implement working code in Unity with the use of multiple scripts for single game objects.

  • A strong understanding of AI pathfinding techniques and differentiating the pros and cons for each to determine the most suitable choice of algorithm for my needs. 

  • A better understanding of Unity overall, as well as some of the useful features such as Gizmos for development purposes.

  • How to evaluate my code for optimisation opportunities for better and quicker performance.

  • An appreciation for AI in games, and building an interest in the subject to develop more AI features and techniques for gameplay in the future.

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