Provided the already existing framework made in Java we were tasked to create an Behaviour tree and ANN (Artificial Neural Network) to guide Ms. Pacman through the maze during our second year. Using the same framework we also made a third AI implementation by a Decision tree constructed through the ID3 algorithm using our own recorded data to build it. The video shows the Behaviour tree implementation of the AI for Ms. Pacman.
Othello is a game played between two players where the goal is to have as many of your coloured chips as possible once the entire board is filled. Once a chip is placed all the chips of the opposite color change to yours if there is another one of your chips between them. In this project the black chips placement are controlled by an AI that reads the state of the board and evaluates the next few moves that can occur. Once the "tree" of available board states has been constructed the AI finds the most favorable move through the Min/Max algorithm with Alpha//Beta-pruning.
Link to repository on GitHub: github.com/MarcusS64/Othelo-Unity
Boids is a simulation on how AI can simulate the steering behavior to move as a unit and try avoiding obstacles in their way. The white boids are "sparrows" that move together as a unit following the pattern depending on the other sparrows that exist around them. The three crimson boids are "Ravens" that are set to chase the sparrows once they are close enough in their field of vision. Naturally the sparrows try to move in a way to avoid the ravens.