The Boids & Bees (& Trickshots)
“These three proof-of-concept builds were made for an AI for Games unit at Swinburne. I threw them together in Python using the Pyglet library.”
The first proof of concept is a simple boids flocking simulation. Layering forces of coupling, cohesion, and allignment in groups of agents so that they move around in flocks.
I wrote a report on my boids build here.
The next is a RTS style pathfinding simulation where two “beehives” deploy pathfinding bees and hornets to collect pollen and fight over flowers. The simulation used A* searches to generate paths.
I wrote a report on the bees build & a seperate data analysis report here.
The last is a trickshot simulation where an agent uses depth limited searches to find the quickest way to shoot all the other agents in a scene with the fewest shots fired. resulting in a bunch of two for one shots.
I wrote a report for the trickshots build here.