AI Tactical System

A utility-based AI that decides when to attack, dodge and reposition — pressure, distance and threat all feed a single decision score.

AI Tactical System
AIBehavior TreeC++

A utility-based AI layer that makes enemies behave like they have a plan. Instead of hardcoded “attack every 3 seconds” logic, each enemy scores a handful of actions every tick and picks the best one.

How it decides

Pressure, distance, health and threat are combined into a single score per action:

  • Attack scores high when the player is close and exposed.
  • Dodge scores high when the enemy predicts incoming damage.
  • Reposition scores high when the enemy is out of range or cornered.

Result

Enemies circle, back off when hurt, and press the advantage when the player retreats — without a single frame of hand-authored animation logic.

← Projects