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AI-driven racing simulation prototype in Unity, focusing on decision making, pathfinding, and driver behaviour using finite state machine, fuzzy logic, and obstacle avoidance - combining game AI, tech, and physics in an experimental and learning project.

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Conqster/AI-DriverBehaviour_RacingSimulation

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AI Driver Behaviour

Race View in Unity Editor

This project aims to create an AI-driven behaviour model for a racing simulation using Unity neglecting fully car dynamics. These would be achieved using Applied mathematics (majorly Vector calculation, mathematical functions) and AI techniques (revolving around decision making then pathfinding and Autonomous Agents) to model these systems.

Youtube Video: https://www.youtube.com/watch?v=AIhsho8lrnU

AI-Driven Behaviour Model

The vehicle (Car system) is built upon the Unity Physics Wheel Collider, where torque is applied to them to move the vehicle or stop it.

List of Features

Features Description
Finite State machine Stores states and condition of Driver Behaviour
Fuzzy Logic and Set For modelling drivers decision making for speed adjustment for a degree of trueness
Obstacles Avoidance For Driver perception and awareness of the play space and avoiding collisions
Pathfinding Traditional waypoints are placed across the play space and the use of vecvtor calculation. For keeping driver in track

Dyanmic Path overtaking

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AI-driven racing simulation prototype in Unity, focusing on decision making, pathfinding, and driver behaviour using finite state machine, fuzzy logic, and obstacle avoidance - combining game AI, tech, and physics in an experimental and learning project.

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