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Reaction AI ReInvented

Use AI for NPC combat with dynamic non-player character combat AI and A* pathfinding, built on Reaction AI and Microsoft ML.NET
Reaction AI ReInvented Asset Image Use AI for NPC combat with dynamic non-player character combat AI and A* pathfinding, built on Reaction AI and Microsoft ML.NET

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$4.99
Category:
ToolsBehavior-ai
Developer:
Hourglass Software, LLC
Price:
$4.99
Favorites:
13
Supported Unity Versions:
2022.3.16 or higher
Current Version:
5.0
Download Size:
43.73 MB
Last Update:
Jun 10, 2024
Description:
This package provides a dynamic non-player character combat AI using Machine Learning Multiclass prediction engine (Reaction AI + Microsoft ML.NET). It also includes A* pathfinding and automatic audio detection and following for NPCs.

The package is built on top of Reaction AI Steroid Edition with optimizations and uses Microsoft ML.NET for Multiclass predictions for NPCs' moves. It still includes A* pathfinding and automatic follow sound source.

Reaction AI is an artificial intelligence engine that models the human mind and neural networks in its design. It learns over time and uses past events in a memory system to determine the next best reaction. The 'mind' is divided into four components, each sized proportionally to the human mind.

The package trains an ML.NET multiclassification model and uses that model to make predictions of what the NPC action should be. The prediction is based on a feature vector that includes providing a parameter for the desired success value, and then vending the respective action based on that with the other features provided for the training and prediction.

The model can continuously get trained with additional data over time. The training data is also saved locally and can be used to train the model upon making an API call. The training data size limit is also configurable.

The multiclass training and predictions use a Multiclass Maximum Entropy training algorithm. Before the model is trained, the API will utilize the base Reaction AI algorithm for determining the NPC move. As mentioned, once the Machine Learning Model is trained, it will then start making prediction using the trained model. Furthermore, the predictions will also introduce a reaction using the base algorithm (not the model) once every 5 times as a means to introduce 'noise' to allow the next iteration of training the model to be more dynamic.
Technical Details:
Requires x64 platform. Built on top of Reaction AI Steroid Edition with optimizations and using Microsoft ML.NET for Multiclass predictions. Includes A* pathfinding and automatic follow sound source. Supports dynamic non-player character combat AI and automatic audio detection and following for NPCs.
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