Create intelligent NPCs. Master Finite State Machines (FSM), Behavior Trees, and Goal-Oriented Action Planning (GOAP) for dynamic game agents.
Game AI isn't ChatGPT; it's about decision making. This course teaches the architectures used for game characters. You will start with Finite State Machines (Patrol -> Chase -> Attack) and advance to hierarchical Behavior Trees for complex logic. Learn to use NavMesh for pathfinding and steering behaviors for organic movement. We also touch on Goal-Oriented Action Planning (GOAP) and Utility systems used in simulation games.
Estimated completion time: 21 lessons • Self-paced learning • Lifetime access
No, Game AI is usually deterministic logic.
Vector math is needed for sensing and movement.
Concepts apply generally; examples in Unity.
Yes, Behavior Trees are often visual graphs.
Go from your first step to master level. Three simple steps, all about Game AI (Behavior Trees).
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Go past the basics. Advanced Game AI (Behavior Trees) is what sets you apart.
Masters work smart. Inworld AI can build intelligent NPCs with personality — in minutes, not hours.