Make your NPCs feel alive! | UE5 AI

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  • Опубліковано 11 бер 2024
  • Athena AI is a utility AI framework for emergent and advanced AI behavior made entirely in C++, that you can plug into UE5.
    You can check it out here: www.unrealengine.com/marketpl...
    With the system, you give your NPCs tasks and update their considerations (data/knowledge they have) so they can choose the best task to do at any given time.
    You can than push them towards some tasks over others by modifying their consideration curves, which is how you can make an enemy more aggressive, cowardly or prefer healing allies over attacking.
    It has all the usual Utility AI components (scoring curves, tasks, etc) plus my own takes on it: data-driven agent presets, data services, direct integration with Unreal's Behavior Trees, etc.
    The system comes with various demo levels with different use cases and a full user manual for easy setup and use.
    You can also test it with the playable demo!
    Join / discord for more info and updates!
    Leave your comments below, your feedback is greatly appreciated! :)
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КОМЕНТАРІ • 25

  • @RictorScale
    @RictorScale 2 місяці тому +3

    Wow i was actually just starting to build my own, but this looks like it could be plug and play with my current system, intersting. Might save me some time

    • @RictorScale
      @RictorScale 2 місяці тому +4

      Yea ill buy it and report back folks

    • @_iuliu_
      @_iuliu_  2 місяці тому +2

      Great to hear! I'd also love to hear your feedback and if you need any support setting it up, head up to my discord and we'll sort it out 💪

  • @aManFromEarth
    @aManFromEarth 2 місяці тому +1

    This looks great! I really appreciate the in depth documentation you provided for the plugin as well. How does this compare to the other Utility AI plugins like Wise Feline?

    • @_iuliu_
      @_iuliu_  2 місяці тому +2

      Thank you, glad you liked it! :)
      With Athena my main focus was ease of use so I would say that's probably the main difference with other systems, it's made to be very easy to use and integrate in your projects while remaining powerful, flexible and expandable.
      Another one is that Athena gives you many options in terms of how to use it or what to use it for since it was designed with developers it mind (was born as a need when making a game) and so you have many tools on top of the traditional Utility AI stuff, like task locking or services.

    • @aManFromEarth
      @aManFromEarth 2 місяці тому +1

      @@_iuliu_ thanks for the information! I just purchased it last night, I am looking forward to using it.

    • @_iuliu_
      @_iuliu_  2 місяці тому +2

      @@aManFromEarth thank you for your support! I hope you enjoy it :)
      If you need any help setting it up, feel free to join my Discord or reach me out

  • @oglo666
    @oglo666 2 місяці тому +3

    on what hardware spec you record this video with large numbers of ai?

    • @_iuliu_
      @_iuliu_  2 місяці тому +2

      Hey! On an i5 7600k with 16 GB ram and an RX 5700 XT. You can try it out via de playable demo too in case you want to check your performance, no need to have the plugin installed.

  • @LimitedPerfection
    @LimitedPerfection 2 місяці тому

    I am looking at picking this up - looks really good.
    I am curious what you mean by "emergent behavior" though. Could you demonstrate this?

    • @_iuliu_
      @_iuliu_  2 місяці тому

      Thank you!😀
      By emergent behavior I mean behavior that you, as the designer, didn't explicitly plan or design that way, it just happens because of the interactions between your systems and the AI.
      RimWorld is a great example since pretty much the entire game is emergent.
      You can start the same colony 20 times, give the same orders, have the same events, etc and you will still get different results because your Pawns decide what to do by themselves and their decisions are not always the perfect option at any given time and are based on ranges of values instead of a decision based on a single value or comparison between 2 values (usually).

    • @LimitedPerfection
      @LimitedPerfection 2 місяці тому

      @@_iuliu_ interesting. Makes sense.
      What are some limits of the system? Some things you would like to add or would like to see implemented with your system?

    • @_iuliu_
      @_iuliu_  2 місяці тому

      Those are some interesting questions!
      As for limits, I'd say currently the biggest limit is having to assign a Preset (which defines the behavior of the agent) that then can't be changed. This is something I'm working on for the next updates since I want you to be able to switch presets, effectively changing the behavior of an NPC, at runtime.
      I have so many planned features I'd be a very long list 😅 Adding some in the next update, coming this week. Runtime Presets is one I'd like to add and also more options in general as well as integrations with other Unreal systems, like Mass AI.
      As for what I'd like to see...Well, I'd love to see everything people make with Athena!

    • @LimitedPerfection
      @LimitedPerfection 2 місяці тому

      @@_iuliu_ Interesting.
      Not being able to change the presets... If an enemy got a courage buff, there's currently no way to reflect a change in the curve data? I suppose I'm curious what is the nature of the limitation there?
      I'm also reading through the docs right now. Very nice, my guy. 🫡

    • @_iuliu_
      @_iuliu_  2 місяці тому +2

      For that specific case, you now have a modifier on the tasks which can increase or decrease their score at runtime, on top of the curves. So when buffed, you get your task and use this modifier so it's more or less likely to be chosen next. Will be available in the next update.
      With Presets you remake the entire thing so let's say your NPCs is traveling as part of a caravan and then arrives in a city, you may want to completely change how it behaves there so you would switch the Preset and its behavior will change. This is what I want to implement in the next updates.
      Thank you! 😃 If you have any questions or feedback, feel free to head up to my Discord, we are a friendly bunch there!

  • @AJGameDev
    @AJGameDev 2 місяці тому

    So...its a state tree with an adjustable get rand int in range to pick a task? Thats what it sure looks like based on this showcase.

    • @_iuliu_
      @_iuliu_  2 місяці тому +3

      Nope, it's not related to state trees. It's a system based on Utility AI, which, in short, gives NPCs tasks and scores those tasks based on their considerations (data from the NPCs). Then chooses the best task to do at a specific moment.
      It uses curves to adjust their behavior so you can make it seem very random and erratic or very precise and logical. Basically make them prefer acting a certain way.

  • @tevx9670
    @tevx9670 2 місяці тому

    give us more videos!!:)

    • @_iuliu_
      @_iuliu_  2 місяці тому +1

      Will do!

  • @comebackguy8892
    @comebackguy8892 Місяць тому

    Looks pretty dead to me.

    • @_iuliu_
      @_iuliu_  Місяць тому

      It was updated 10 days ago 😀

    • @comebackguy8892
      @comebackguy8892 Місяць тому

      @@_iuliu_ Oh, no I was criticizing the AI in the video. They don't seem very alive in comparison to other AI content on the marketplace or tutorials on UA-cam. I could be wrong, but the video makes them seem not very alive.

    • @_iuliu_
      @_iuliu_  Місяць тому

      Ah got it, will try to improve on that front. Thanks for the feedback!

    • @tuwumuch
      @tuwumuch Місяць тому

      Probably the visuals n animation

    • @comebackguy8892
      @comebackguy8892 Місяць тому

      @@tuwumuch No, it's not that (or the things I'm talking about technically needs animations). But describe what the AI is doing in the video.