AI for behavior: Advanced research for intelligent decision making - Unite LA

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Unity

Unity

Күн бұрын

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: unity3d.com/ma...
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Пікірлер: 22
@Kabanchik85
@Kabanchik85 5 жыл бұрын
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
@renzocoppola4664
@renzocoppola4664 5 жыл бұрын
This is great. My mind is kind of into these problems right now. Uncertainty, planning, and learning are great ideas merged into one.
@gregoryfenn1462
@gregoryfenn1462 5 жыл бұрын
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 ?
@crowspears3265
@crowspears3265 5 жыл бұрын
Unity are uploading so fast!
@antiRuka
@antiRuka 5 жыл бұрын
That's all smokesigned1.5 technology.
@nickgennady
@nickgennady 3 жыл бұрын
nekorain ???
@JimmyGreenMachine
@JimmyGreenMachine 5 жыл бұрын
Exactly what is the difference between this and GOAP? Is the difference the domain level and the macro action mindset?
@Sanginius1
@Sanginius1 5 жыл бұрын
Interesting question, I was also wondering what's the actual difference, because it really sounds like GOAP, which is not bad at all, in my opinion. It would also be interesting to know how they will tackle the planning for a lot of agents, which could cause quite a lot of performance, but that we'll see probably around GDC 19.
@renzocoppola4664
@renzocoppola4664 5 жыл бұрын
For what I understand, GOAP firstly tests against a hierarchy of GOALs, then it starts planning. This maximizes an outcome.
@renzocoppola4664
@renzocoppola4664 5 жыл бұрын
Also... this has some kind of uncertainty management over the actions. Sadly no one asked about it.
@johnleorid
@johnleorid 5 жыл бұрын
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.
@aldigangster123
@aldigangster123 4 жыл бұрын
is this already available in some way in 2020?
@adamz8314
@adamz8314 2 жыл бұрын
no
@WelshGuitarDude
@WelshGuitarDude 2 жыл бұрын
Will save me time making my own, excellent. Turns out they stopped working on it.
@HassanAliAnwar
@HassanAliAnwar 2 жыл бұрын
Yeah they dropped it
@WelshGuitarDude
@WelshGuitarDude 2 жыл бұрын
@@HassanAliAnwar typical.
@joydeepwww
@joydeepwww 5 жыл бұрын
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
@Kabanchik85
@Kabanchik85 5 жыл бұрын
EQS is more about generating items for tests, like visibility or distance, but it's still a part of a service in UE4 behavior tree terms. You can write your custom EQS generators and tests in C++, but it's still a different principle. Planning system in this video is about decision making, FEAR team used STRIPS planning as a base, applying A* pathfinding or pathfinding in general to decision making, finding the most effective chain of actions for achieving some goal.
@DreamingConcepts
@DreamingConcepts 5 жыл бұрын
Does it work with ECS, jobs and burst for better performance?
@mstislav.pavlov
@mstislav.pavlov 4 жыл бұрын
Yes
@mohokhachai
@mohokhachai Жыл бұрын
HTN Behaviour plz
@ranggaaditya6353
@ranggaaditya6353 5 жыл бұрын
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
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