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FrostBreak

FrostBreak is an RTS game about surviving harsh environments and is entirely controlled by AI driven individuals and villages, utilizing Goal Oriented Action Planning.
Without any requirement for player input, you can sit back and watch the decisions being made and the impact on villager survival.

Key Features

Agents perform actions, maintaining their needs and fulfilling village tasks.

UI demonstrates current goals and actions, as well as each village's resource.

Resources

Economy


- Collect resources (wood, stone, food)
- Spend resources to build and grow
- Regeneration of resources (passive and active)

 


Mechanics


- Mines are build in areas with higher stone count and become ‘spent’ when fully collected
- Farms are built in areas of cleared and fertile land
- Food naturally grows in wooded areas
- Food grows fastest on farmland
- Houses, stored food and farms are needed for population growth

Technical Breakdown 

Goal Oriented Action Planning

Village Goal Examples
Village Action Examples

Example goals and actions for village AI.

Villager Goal Examples
Villager Action Examples

Example goals and actions for villager AI.

Resource Collectability Beliefs
Funciton for Updating Location Beliefs

Data caching is used to optimise GOAP.

Sensors are updated periodically and on events.

Periodic Updates
Event Updates

Goal Oriented Action Planning was used to create emergent behaviour in villagers and to handle complex, multi-stage planning for villages.

I believe a simpler AI method (like BT or State Machine) would be more suitable for villagers, to reduce load and allow for higher numbers of villagers.

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George Hewitt

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