Wise Feline (ultimate Utility AI)

Wise Feline make your NPCs the unique selling point of your game by making them interesting, different and unique. It allows you to easily have many actions and choose intuitive things to do which surprise players.

It will make it possible to make the game you always dreamed off easier. You’ll make interesting content with a fraction of the speed of others and fill the world of your game with different types of NPCs and agents.

This plugin integrates well with our Influence Maps plugins as well.

Blueprint and C++ samples | Why Utility AI | Introduction video | Blueprint tutorial video | Life Simulation sample intro videoDocumentation

Quick Start Guide

Another Tutorial Including Influence Maps

Robots Championship demo video | Exe

Get a Binary Trial version which works for 2 minutes in each PIE session and try the examples and see for yourself how great the plugin is.

Release Notes for V1.11.0

  • Do you want a comprehensive Utility AI plugin integrated with UE’s visual logger and gameplay debugger with its own visual debugger added on top?
  • Do you want to make AI which acts more naturally and more believable than AIs of most games?
  • Do you want your AI to react to everything in the environment and don’t have a rigid structure?
  • Do you want AI which can be easily procedurally modified at runtime by you or by your players as user generated content?
  • Do you want your AI to react cleverly to unexpected behavior and in general does things which surprises and delightes your users?
  • Do you want to easily change the design of your AI during production and add and remove actions without getting worried on how to understand complex trees or state machines?

If the answer to some of these questions is yes for you, Wise Feline is made for your project.

Wise Feline allows you to create complex immersive agents which can act correctly in complex situations which even the designers did not think of. You can create your agents in both C++ and blueprints very easily and re-use your behaviors in a streightforward manner.

With Wise Feline you don’t need to create huge and hard to follow state machines and behavior trees and instead you can give all of your actions a scoring mechanism which tells the system how important each action is at a moment in time. Because all actions are considered all the time, your AI will never be out of good options and it chooses the best action for the situation in a pretty intuitive way.

Your designers no longer have to add specific transitions in state machines or conditions and nodes in behavior trees. By tweaking importance and utility of actions relative to each other in a utility AI system, they can easily change the behavior of the agents in an intuitive way and check why something behaves the way it does in the visual debugger.

Because all actions are considered all the time and you can add as many actions as you want with as many scoring conditions as you want, Wise Feline is perfect for games with emergent gameplay, open world games, virtual worlds, metaverses and MMOs but it can be used not only for agents in almost all genres but you can even use it to drive things like lighting, cameras, VFX and …

State Machines and behavior trees still can be the tool of choice if you want very specific strict behavior which should be scripted exactly but if you want your agents to behave and think like humans or always choose something from their entire set of actions instead of only being able to go to specific states from a single state, Utility AI is your best bet.

Utility AI works based on actions and their importance score at each tick and this means you can change your agent’s behavior based on the environment very easily. you can make your character more brave by having score considerations which give a higher score if friendly forces are around and … Not that it is impossible to achieve the same thing with other approaches but it is very hard. With utility AI agents can have awesome environmental awareness and go personal and team transformations which feel very realistic from the player’s viewpoint.

Since actions and utilities is the way that us human think and evaluate situations with, designers can map human experiences much easier to the game agents. Why think of selector nodes and decorator nodes and state transitions, if you can think about in what situations is this action important and how much?

Other packages

Influence Maps

Pick-Ups & Power-Ups package

Technical Details

Features:

  •  Easy to learn: only a few concepts, actions, considerations and targets
  •  Easy programming interface: Just inherit from Action and Consideration to create new actions and considerations either in BP or C++
  • A Visual designer and Debug Window which allows you to set action/consideration parameters at design time and inspect them at runtime to see why an agent behaves the way it does
  • UE Integration: Visual logger, gameplay debugger and other UE features are either integrated or easily can be used with WF
  • High Performance
  • Action based targeting: Actions which need targets evaluate their score once per target and the best target is selected.

Code Modules:

  •  WiseFeline -> Runtime
  •  WiseFelineEditor -> Editor

Network Replicated: Doesn’t make sense to replicate much of the AI in multiplayer games, the AI only gets executed on the server

Supported Development Platforms: Windows, Mac and Linux

Supported Target Build Platforms: All platforms (no platform specific code).

Documentation: WF Docs

Example Projects: QuickStart Project | Old BP & C++ demos | Robots Championship


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