James McCutcheon
GAMES PROGRAMMER & DESIGNER

Tools & Project Details
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C# language
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Unity game engine
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Visual Studio IDE
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Implementation: 5 weeks
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Agile/Waterfall hybrid plan methodology
Goal-Oriented-Action-Planning System
Originally developed by Jeff Orkin for F.E.A.R 2, GOAP utilises the powerful A* search algorithm, typically used for path-finding, within an action-space to control game agents.
My Master's project uses this planning system and builds on its foundation to explore whether this planning system is viable to create believable and immersive non-player characters in games. As well as a GOAP planning system, BDI, a well founded agent psychology system was used to provide beliefs, desires and intentions to the agent, motivating its plans. As well as this, meaningful extensions such as dynamic costs of actions, events which can interrupt the agent as well as agent needs (based on basic human needs) and more.
Thesis & code available upon request after August 27th.

