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Goal Oriented Action Plan Simulation

This page showcases the implementation of A* Pathfinding, Reactive Planning Collision Avoidance, and the Goal Oriented Action Plan (GOAP) Algorithm in a simulation environment made with C++ in Unreal Engine 5.2. This was made as part of my assignment for Artifical Life, Artifical Intelligence, and Virtual Environments in Monash University

Demonstration Video


Features

A* Pathfinding Algorithm

This feature demonstrates the A* pathfinding algorithm in action, showcasing its ability to find the shortest path between two points on a grid fully implemented in C++. ThIs is shown from each ship's start building up a path to its end goal.

Reactive Planning Collision Avoidance

This feature demonstrates reactive planning for collision avoidance, allowing agents to navigate dynamically around other agents to get to the end goal. Each agent replans if there are another ship one node ahead of it before continuing on its path.

Goal Oriented Action Plan (GOAP) Algorithm

The GOAP algorithm demonstrates how agents can plan their actions dynamically to get as much points as possible. Each ship has a role which are Woodcutter, Stonemason, Farmer, and Builder. Each role collects a specific type of resource faster but only the builder can build buildings. The buildings that I set the builder to build the most are Universities since it gives the most points but when they are not building, they are collecting the resources that are needed.

Documentation

You can download the full documentation or view it directly in your browser.