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HTN-AI (Automated Planning and Scheduling Demo-PC)

• 3-D Demo made in Unity

• Procedural level generation

• Automated Planning and Scheduling for enemy AI

An enemy AI roams a cave filled with rocks and crates obstacles. Their placement is procedurally generated. The enemy possesses passive and aggressive behavior that is controlled by a Hierarchical Task Network with a forward planner. The actions of the enemy are validated or rejected by evaluating a world state vector at planning and execution stages.

The player can defend himself with his shield (press spacebar) and win by stealing the tresure.

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