The Behavior Planner is a new AI-driven system created by Unity Labs that gives a game object the ability to reason on how it should act, based on predetermined choice criteria in an authoring flow that can be used for NPCs, game design feedback, player tutorials and more.
Speakers: Amir Ebrahimi (Software Developer), Nicolas Meuleau (Director of AI Research), Trevor Santarra (Research Engineer – AI Labs) – Unity Technologies
Learn more: https://unity3d.com/machine-learning
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Will save me time making my own, excellent. Turns out they stopped working on it.
is this already available in some way in 2020?
Does it work with ECS, jobs and burst for better performance?
TL;DR: GOAP explained in one phrase:
Procedural Statemachines.
Thats it. You feed the planner with data about the world and it builds a statemachine to this current state of the world.
This is great. My mind is kind of into these problems right now. Uncertainty, planning, and learning are great ideas merged into one.
How do I install it? I have the Unity/ml-agents github package cloned to my local computer, but how do I plug it in into my unity editor? How do I get the interface you demo at 20:50 ?
Exactly what is the difference between this and GOAP? Is the difference the domain level and the macro action mindset?
I remember GDC paper detailing FEAR planning system, good to see these principles implemented in Unity and have an option to go this way out of the box
Sir , please upload video about add google maps in unity3d , i have old script but not work . please make video about google maps and navigation Script
Was wondering, how does this ai system compares to the environment query system, found in ue4 and cryengine, which also attemps to give the best results from a group of tests ?
I suppose, we could recreate eqs-type system using this planning based ai
Unity are uploading so fast!