Reactive NPCs using Utility AI

Inspired by adventure games where the player can grow, such as BG3, I always was disappointed by the lack of reactions from the NPCs, downplaying the impact of the player. So I wanted to investigate how this could be done.
This project investigates the effectiveness of utility-based AI systems versus finite state machines for controlling non-player character behaviour in video games. Developed in Unity, the project focuses on creating NPCs capable of making dynamic decisions based on changing game states, with the aim of improving realism, responsiveness, and overall gameplay experience.

Download my project document



https://uk.linkedin.com/in/jemina-banu-5557a9261
https://jem-exe.github.io

Type of employment sought
Junior Programmer


Areas available to work
Remote or England



Contact Jemina