Advanced AI Mechanics in Unity 3D for Immersive Gameplay: A Study on Finite State Machines & Artificial Intelligence
Keywords:
AI Mechanics, Unity 3D, Finite State Machine, Animation, Gameplay, Player RetentionAbstract
This research explores the history and operationalization of cutting-edge AI technologies, developed for Unity 3D video engine, in particular how Artificial Intelligence (AI), animation, and FSMs have been used in video games. AI looks at the various elements incorporated in the game design as a means of augmenting the player experience with a focus totally on a game, where the player controls a Paladin character, alongside an array of enemy characters, including skeletons and mutant bosses. The second aspect provides a look at why it is necessary to experiment with such elements from the gamification perspective, with a specific interest in how player experience can be prolonged with these components. It also aims to design these components so that provide players the satisfaction of playing the game, engagement after every session, and most importantly encouraging the players to come back and play the same scenario over and over again. In addition, this dissertation considers the principles and practice of the game in detail assessing how it fits in the category of an immersive experience. We have focused on how integrating FSMs and animation aids in creating smart actions in gaming characters to expound on the interactivity of the player. Because of these observations, AI will be a key factor in the transformation of future game development, which is boosted to raise the current level of gaming by inspiring more impressiveness and repeatability of gameplay.
References
I. Millington and J. Funge, “ARTIFICIAL INTELLIGENCE FOR GAMES Second Edition,” 2009, Accessed: Dec. 18, 2024. [Online]. Available: www.mkp.com
G. N. Yannakakis and J. Togelius, “Artificial intelligence and games,” Artif. Intell. Games, pp. 1–337, Feb. 2018, doi: 10.1007/978-3-319-63519-4/COVER.
S. Rabin, “AI game processing wisdom,” p. 672, 2002, Accessed: Dec. 18, 2024. [Online]. Available: https://search.worldcat.org/title/48691373
D. M. . Bourg and G. Seemann, “AI for game developers,” p. 373, 2004, Accessed: Dec. 18, 2024. [Online]. Available: https://www.oreilly.com/library/view/ai-for-game/0596005555/
and J. S. E. van der Linden, P. Anderson, “Procedural Animation in Game Development,” Proc. Game Dev. Conf., 2012.
“Rules of Play: Game Design Fundamentals - Katie Salen Tekinbas, Eric Zimmerman - Google Books.” Accessed: Dec. 18, 2024. [Online]. Available: https://books.google.com.pk/books?id=UM-xyczrZuQC&printsec=frontcover&redir_esc=y#v=onepage&q&f=false
“GDC 2005 Proceeding: Handling Complexity in the Halo 2 AI.” Accessed: Dec. 18, 2024. [Online]. Available: https://www.gamedeveloper.com/programming/gdc-2005-proceeding-handling-complexity-in-the-i-halo-2-i-ai
R. J. Pagulayan, K. Keeker, T. Fuller, D. Wixon, and R. L. Romero, “User-centered design in games,” Human-Computer Interact. Des. Divers. Users Domains, pp. 217–235, Mar. 2009, doi: 10.1201/B11963-39.
“AI game development : synthetic creatures with learning and reactive behaviors : Champandard, Alex J : Free Download, Borrow, and Streaming : Internet Archive.” Accessed: Dec. 18, 2024. [Online]. Available: https://archive.org/details/aigamedevelopmen0000cham
“AI-Driven Game Design.” Accessed: Dec. 18, 2024. [Online]. Available: https://www.larksuite.com/en_us/topics/gaming-glossary/ai-driven-game-design
Downloads
Published
How to Cite
Issue
Section
License
Copyright (c) 2024 50sea
This work is licensed under a Creative Commons Attribution 4.0 International License.