Champ - NPC Decision Tree

Unity C# Decision Trees Combat AI Mobile Play

Project Overview

This showcase demonstrates the combat AI developed for the mobile game prototype "Champ". The core of the system is built upon a modular Decision Tree that drives automated, dynamic combat behavior for non-playable characters (NPCs) engaging both against each other and against the player.

Core Features & Behavior:

  • Autonomous Agent Decisions: The NPCs can autonomously evaluate the battle state to make split-second combat choices, such as attacking when opening arises, pulling up their blocks to defend against incoming damage, and switching engagement ranges.
  • Dynamic Weapon Switching: Characters switch seamlessly between melee (short-range) and ranged capabilities, allowing them to reposition depending on the distance and type of enemy aggro.
  • Seamless Player Integration: The AI system seamlessly handles the transition from NPC-vs-NPC combat to reacting directly to the player's inputs and actions, keeping engagements engaging and challenging in real-time.