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A day in the life of a fisherman

1

Description

In this Unity project, a day in the life of a fisherman is recreated by an NPC, which is controlled by a data structure called a behavior tree.

The behaviour tree instance controlling this NPC has a structure like the diagram below. BehaviourTree

This second diagram below is a more accurate representation of the behavior tree instance, and is a direct reproduction of the program. The purple triangle means that there is a waiting period, and after a certain waiting period, a success or failure decision is made with a certain probability. Slide 16_9 - 1 (2)

Features

  • AI decision making with Behaviour Trees

Controls

Keyboard:

  • Numeric key 1: set game speed 1x (neutral)
  • Numeric key 3: set game speed 3x
  • Numeric key 5: set game speed 5x

Mouse:

  • Left click on "Clear Fish" button to clear all fish

Screenshots

2 3

Developers

  • Kaede Takahashi

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