States and Behaviors
Look For Resource: The life line of this AI system is resource maintenance and in this simulation; is nectar. When the resource stock pile is empty and/or there are no sources for the resource it will send agents to look for a new source
Collect Resource: This state will send the agent to a known resource supply to collect. Agents can only carry so much and also they use energy so when either one is filled the agent will then return home.
Maintain Home: This state will task the agent to stay at the hive to maintain it which comes in the form of 2 actions. With the bees its making honey and cooling down the hive. The Hive will warm up and cool down with the outside temp and will
Attack Threat: Agents all have the ability to fight and defend their base. In this bee scenario when other wildlife is hungry it will look for food which their hive provides, however the bees wont let their honey go without a fight. The agents will be tasked to charge the wildlife and ultimately give their own life as well.
Go Home: This state exists to easily tell the agent to go home whether its because they ran out of energy or need reassignment. Also when the agent is close to their home base their energy level will recover for reassignment.
Where is it at?
Right now the project is build around the patterns and behaviors of bees in a 3D space. I have nice mathematics in the resource system so they can expand and grow in a reasonable amount of time and with a proper use of memory the agent system can run and remain in a very stable state.
Where will it go?
The next steps to take for this project is to work on making it modular and easy to implement into other projects. Enhance the modularity and allow for user defined resources and agent names and behaviors. I also want the option for agent movement via nav mesh agent for ground movements.






