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Game AI · Algorithms

Unity AI Navigation Algorithms

Shared Unity environment comparing Ad Hoc rules, A* pathfinding and Monte Carlo Tree Search through three autonomous agents and a live score display.

  • Unity 2022.3
  • C#
  • A*
  • Monte Carlo Tree Search
  • Rule-Based AI
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Shared Unity game environment displaying the MCTS, A-star and Ad Hoc agent scores.
Three navigation agents evaluated in the same Unity game environment.

01

Comparison Context

The project places rule-based, heuristic-search and simulation-based agents in one low-poly Unity environment and exposes their score progression through a shared HUD.

Algorithms
3
Environment
Unity
Demo
00:40

02

Shared Test Environment

All three agents operate in the same low-poly scene with visible characters, targets and environmental obstacles. A shared HUD reports each score during execution.

  1. 01Ad Hoc navigation driven by explicit rules
  2. 02A* navigation driven by heuristic path search
  3. 03Monte Carlo Tree Search navigation driven by simulated decision branches
  4. 04Shared targets, obstacles, animated agents and live score display

03

Three Approaches

Ad Hoc

Rule-based decisions

A*

Heuristic path search

Monte Carlo Tree Search

Simulation-based decisions

04

Recorded Run

A* score at 00:35
90
Ad Hoc score at 00:35
70
MCTS score at 00:35
10

These values are a snapshot from the supplied recording. They describe this run only and should not be interpreted as a general performance ranking.

05

Live Demonstration

The short recording is the strongest evidence for the comparison because it shows the agents moving while all three scores update in the same view.

Video summary: Shared 40-second run with live MCTS, A* and Ad Hoc scores.

06

Engineering Approach

  1. 01Unity 2022.3 scene and C# agent scripts
  2. 02The same environment and score interface make the three behaviors observable side by side
  3. 03The recording captures score evolution during one 40-second execution

07

Limitations

  1. 01The recorded scores represent one visible run, not a statistically controlled benchmark.
  2. 02Runtime, path length, explored nodes and success-rate measurements are not documented in the supplied media.

08

Repository