abstract
What game engines usually lack is the expressive power to define behaviors of agents using a more high level approach like seen in Jason. What game programmers tend to do is create AI for the NPCs through FSMs that could be a fine approach until a more complex behavior is desired. With this project we will try to bring some of the ideas of the BDI architecture, into Unity3D creating agents that can act according to their desires, what they believe and what they can sense from the environment.
outcomes