DecisionFlex considerations

For a while I’ve been working on an AI plugin for Unity3D called DecisionFlex. It’s a decision-making tool for your games, based on Utility Theory. It’s great for when you have multiple actions to choose between, and lots of factors to take into consideration. For instance:

  • A soldier choosing its next target, based on target range, type and the soldier’s ammo count
  • A Sims-like human choosing to eat, drink, work or exercise based on hunger, thirst, wealth and fitness
  • A bot choosing to prioritise picking up a health pack, based on the bot’s HP and distance to the nearest pack
  • Any time you might find yourself writing highly nested or cascading if-then statements

DecisionFlex¬†editor-based and data-driven, so you can construct new decisions and actions, and tweak considerations, without diving into code. The code to hook your game up to DecisionFlex is minimal and you don’t need to understand complex equations.

DecisionFlex isn’t quite ready to ship yet, but I’m ready to start talking¬†about it. You can find more information and a web demo here: