#Athena AI: A Utility AI framework.

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misty thistle
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https://www.unrealengine.com/marketplace/en-US/product/athena-ai-a-utility-ai-framework

Athena AI is a utility AI framework for emergent and advanced AI behavior made entirely in C++, that you can plug into UE5.

With the system, you give your NPCs tasks and update their considerations (data/knowledge they have) so they can choose the best task to do at any given time.

You can than push them towards some tasks over others by modifying their consideration curves, which is how you can make an enemy more aggressive, cowardly or prefer healing allies over attacking.

It has all the usual Utility AI components (scoring curves, tasks, etc) plus my own takes on it: data-driven agent presets, data services, direct integration with Unreal's Behavior Trees, etc.

The system comes with various demo levels with different use cases and a full user manual for easy setup and use.
You can also test it with the playable demo!

Here's the latest video on the system, an RTS demo: https://youtu.be/iuw3IgX0YzY

I appreciate any feedback you may have! πŸ™‚

Unreal Engine

Make your NPCs feel alive with this easy to use framework for emergent and advanced AI behavior design.

This is a teaser for my upcoming RTS Demo for Athena AI. It will be available for download soon!

Join https://discord.com/invite/3zHVDevAFr for more info and updates!

This level and all enemy AI as well as their commander are made using only Athena AI, you can check out the system here: https://www.unrealengine.com/marketplace/en-US/product/at...

β–Ά Play video
south hare
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Looking forward to hearing and seeing more

misty thistle
plain ocean
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It looks very exciting for sure

misty thistle
fair vine
misty thistle
misty thistle
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Hi, I've tested the system with 100 agents and here's the result:
https://www.youtube.com/watch?v=w2ViU88O2oU

In this video I'm using Athena AI, a utility AI framework for emergent and advanced AI behavior made entirely in C++, that you can plug into Unreal Engine 5.
Join https://discord.gg/6KmwGqaC for more info and updates!

This video shows how it performs with 20, 60 and even 100 AI agents all at the same time vs the standard Behavior Trees in Unre...

β–Ά Play video
fair vine
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@misty thistle hi, this looks mega interesting. I wanna get it but I gotta ask, would it be possible for ai to see the player from a long range? I kinda wanna make a realistic fps with long range combat

misty thistle
fair vine
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But maybe far enough where you'd have some trouble seeing

misty thistle
misty thistle
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Small teaser of what I'm working on! It's a Life Sim kind of thing where NPCs will eat/drink, have fun or sleep based on their needs. They chose what to do automatically using the system.

fair vine
south hare
# misty thistle Hi, I've tested the system with 100 agents and here's the result: https://www.yo...

Bit of a request for an extreme stress test. Can you remake Nuts.wad with this?

https://www.youtube.com/watch?v=rNZem0jAAc0

I figured it was time to tackle a few infamous wad files for Doom, NUTS to be honest is only up there because of how much of a system hog it is when the mob goes wild.

HOLD THE PHONE THEY MADE A NUTS TRILOGY?!
http://www.moddb.com/games/doom-ii/addons/nuts-nuts-2-and-nuts-3

Guess I know what i'm looking at next week.

β–Ά Play video
misty thistle
misty thistle
south hare
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Fair enough

misty thistle
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New video out! Showcasing Athena AI in a kind of colony sim with Hunger,Thirst, Sleep, etc.
https://youtu.be/Y7LWIMGv_9I

The AI for these NPCs is made with Athena AI, a utility AI framework for emergent and advanced AI behavior made entirely in C++ for Unreal Engine 5.

In the video we have agents with needs (hunger, thirst, fatigue and leisure) that use the system to determine what task they should do.

The player can also give them orders, overriding their curre...

β–Ά Play video
misty thistle
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Quick post just to let you know that Athena AI will be released next Tuesday, March 12th! πŸš€

south hare
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Looking forward to picking this up.

misty thistle
south hare
misty thistle
south hare
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I am in the United States πŸ™‚

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So no VAT

misty thistle
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Then 79.99 it is!

misty thistle
fair vine
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@misty thistle Would it be possible to add AI flanking? Like the ability for ai to predict where you will go and find a shortcut to cut you off?

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I imagine with what I've read so far it wouldn't be impossible

misty thistle
fair vine
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I'm gonna buy it soon

misty thistle
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Glad to hear that! And just to expand on your question, tasks are Blueprints so you can do anything you want with them, run EQS or an entire Behavior Tree if you want, so you can do flanking or anything else. Let me know if you have more questions!

fair vine
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I know it'll probably work but I bet customers would want to see what else it works on

misty thistle
misty thistle
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Update 1.0.1 is now live πŸš€ adding support for UE5.2 and 5.1.

misty thistle
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Athena AI was just updated to version 1.0.2! πŸš€

There are some important changes in this update:

  • Added Task Score Modifier, which lets you modify scores at runtime, on top of curves.
  • Added Auto Resume Task Scoring on Task Termination and on Pawn Unpossessed options.
  • Added Task Momentum, which reduces Task score based on the times it was executed in a row.
  • Redone Task overrides based on Preset configuration as a first step towards Runtime Switchable Presets.
  • Fixed bug where OnTaskTick was still running after a Pawn was unpossessed.
  • QoL changes such as adding units to some properties instead of plain data and 2 new options in the Preset.
  • Small improvements on score calculations.

And last but not least, the biggest change:
Task Names are now Gameplay Tags, which makes it easier to ID Tasks and also gives more options for future developments as well as integrations with other systems!

misty thistle
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Athena AI was just updated to version 1.0.3, adding support for UE5.4! πŸ˜ƒ

south hare
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yay

misty thistle
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Athena AI has been updated to version 1.1! πŸš€

There are many changes in this update but most importantly Runtime Switchable Presets have been added, meaning you can completely change the behavior of an agent at any time now.

There have also been improvements in task handling, more utility functions and a couple fixes based on feedback from users of Athena AI.

All changes are reflected in the changelog found in the manual.

misty thistle
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Athena AI just received a quick hotfix (v1.1.1) with some fixes and some new changes.
Some of them are:

  • Presets are now Blueprintable, so you can use them as variables in your graphs. It makes much more sense now since they are switchable.
  • Presets are now updated much more dynamically. Gone are the days where you need to re-add the Task if you changed Considerations, now they are updated as soon as you change them.

Detailed changes can be found in the manual.

misty thistle
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Athena AI was just updated to v1.1.2! Including some important fixes and features:

  • Added Start/Stop AI logic nodes for the Athena AI Component.
  • Fixed Services not being correctly updated since the non-normalized value was passed.
  • Fixed Agent Controller not being set correctly when the Actor is spawned by the player instead of placed in the world.
  • Fixed rare exception while iterating on all Considerations when doing a Preset change.
  • Fixed bug where AI logic is stopped after the first Preset change but in some cases, it’s not activated again.
  • Fixed Task timers getting cleared, including the timer to unlock the Task when locked, which meant the Task could get locked forever.

The demo project was also updated with some fixes.
More details in the manual.

misty thistle
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Forgot to post the update here πŸ˜…

Athena AI was updated to v1.1.3!
This is a small update aimed to expand a bit more the system, especially for C++ developers.

  • Improved customizability by changing many members to protected and/or virtual in the Athena AI Component, Data Manager and Service classes.
  • Fixed Services not initializing on system start.

The Demo project was also updated to fix an issue Windows 11 users had when opening it.
More details and the full changelog in the manual.

Let me know if you have any questions! πŸ˜ƒ

misty thistle
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Hey, quick update!

Thanks to the amazing community we got using Athena AI, we are now starting to have tutorial videos where you will find both introductions to Utility AI, Athena AI and other concepts as well as deep dives into the different features and subsystems of Athena AI (coming soon!).

You can check them out in this playlist: https://www.youtube.com/playlist?list=PLlwScn3uoQJP4k8TntTQXcR0e90DBw39K

Special thanks to the community for making this possible! πŸ€—

misty thistle
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Athena AI has been updated to version 1.1.4! πŸ˜„

It includes the following changes:

  • Fixed Services not stopping custom events and timers automatically when stopped.
  • Fixed Data Manager still updating and possibly triggering Services after the system has been disabled.
  • Fixed Resume Scoring on Task Terminated still working even when the system is disabled.

Let me know if you have any questions!

misty thistle
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Athena AI has been updated to version 1.1.5!

This one comes with the following changes:

  • Added the Athena AI Advanced Debug Widget.
  • Added the option to calculate scores on an interval.
  • Optimized Debug Widget updates.
  • Expanded Consideration structure to include the raw value (actual value).
  • Modified Consideration structure to avoid unwanted writing.
  • Optimized Consideration updates.
  • Fixed Services not stopping Tick function when Pawn is destroyed.

As always, the full changelog can be found in the manual!
Let me know if you have any questions πŸ˜ƒ

misty thistle
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I've been working on a new demo level to showcase Athena AI, which will be released soon! 🎁

It's an RTS level where you will be able to fight against an AI commander 100% made using Athena. All that while building units and capturing strategic points to increase your resource income.

Here's a few WIP screenshots for now, hope you like it!

misty thistle
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New teaser trailer for the RTS demo level just released!
You can check it out here: https://youtu.be/iuw3IgX0YzY

Hope you like it and any feedback is appreciated πŸ˜ƒ

This is a teaser for my upcoming RTS Demo for Athena AI. It will be available for download soon!

Join https://discord.com/invite/3zHVDevAFr for more info and updates!

This level and all enemy AI as well as their commander are made using only Athena AI, you can check out the system here: https://www.unrealengine.com/marketplace/en-US/product/at...

β–Ά Play video
misty thistle
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πŸš€ Athena AI has been updated to v2! πŸš€

This is one of the biggest updates to date, including some very important and requested features:

  • Support for Visual Logger.
  • Support for Gameplay Debugger.
  • More functions for Unreal Insights.

Besides those, there are also numerous changes to the system itself, I won't list them all but these are some that you would notice right away:

  • Added IsEnabled and IsPendingPresetChange functions to the Athena AI Comp.
  • Added CalculateScoresOnTaskTerminated option to the Athena AI Comp.
  • Added OnTaskStarted and OnTaskEnded delegates/events to the Athena AI Comp.
  • Fixed Replace Resistance not being applied to Tasks during score calculations.
  • Lots more changes, improvements and fixes! All in the changelog.

The full changelog can be found in the manual.
Any questions, let me know! πŸ˜„

misty thistle
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πŸš€ The new RTS demo has been released! πŸš€

This new demo showcases more advanced usage of Athena AI by including not only individual units but a Commander that controls all of them! πŸ€–

You will be able to create units and fight against the enemy, capture towers to increase your resource income and finally disable the enemy Commander by literally pushing your units into its base!

You can access the playable demo from the store link and take a look!
This also means a new demo project is available to all Athena AI verified users, which can be downloaded to check out how all is done.

south hare
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Oh neat

misty thistle
misty thistle
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πŸš€ Athena AI version 2.1 has been released! πŸš€
It is a smaller updated containing the following improvements:

  • Added Task Locked info to Gameplay Debugger.
  • Added Task Locked info to Visual Logger.
  • Changed MaxMomentum ClampMin to 0 instead of 1.
  • Improved Preset GenerateConsiderationCurves function to update the asset and show up as modified, promting to save.
  • Fixed initial task (FallbackTask) started on system enabled could be aborted before fully initializing.

The full changelog can be found in the manual.

I also added a new picture on the store with some of the reviews so you can check them out ⭐ Couldn't fit all of them there but hopefully it's useful for you guys!

As always, any questions, let me know! πŸ˜ƒ

misty thistle
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πŸš€ Athena AI version 2.1 is now available for Unreal Engine 5.5! πŸš€

There have been no additional changes, just this small compatibility update.

I have seen a small issue that you may encounter though. It may prompt you to update even if you are using UE5.4 or below but there's no actual update, it's the same version. Just keep that in mind if you see it.

The full changelog for version 2.1 can be found in the manual.

Any questions, do let me know! πŸ˜„

misty thistle
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Happy New Year everyone, I got some news for you below! πŸ₯‚ πŸŽ‰

πŸš€ Athena AI has been updated to version 2.2! πŸš€

This new version includes the following changes:

  • Improved Preset switching by updating Services with common Considerations on Preset changes.
  • Fixed log message on Preset change referencing old Preset instead of new one.
  • Fixed some includes using backwards slash, causing issues on MAC.

The full changelog can be found in the manual.

As always, let me know if you have any questions πŸ˜ƒ

misty thistle
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Hello everyone!

πŸš€ Athena AI has been updated to version 2.3 πŸš€

This update includes the following changes:

  • Redone Task and Service creation so now all values from the Preset, including non-Athena AI properties, are applied on new instances.
  • Exposed bServiceRunning property to Blueprint for Services.
  • StopBT() function from AthenaAITask_BTBase is now protected and overridable for improved customizability of Behavior Tree Tasks..
  • Added missing Shrink() to Considerations map.
  • Fixed rare crash when emptying Tasks and Services on Preset change, Controller destruction or game end.
  • Fixed crash when using the Player Debug Tool without a widget assigned.

These changes were mostly based on feedback from Athena AI users!
The full changelog can be found in the manual.

Feel free to post any questions! πŸ˜ƒ

misty thistle
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Hello everyone!

πŸš€ Athena AI has been updated to version 2.4 πŸš€

This update includes:

  • Updated Athena to Unreal Engine 5.6.
  • Added full replication to the Athena AI Debug Component and Widget.
  • Adapted the Player Debug Toll for multiplayer scenarios.
  • Added additional checks for the Visual Logger.
  • Replaced UE_VLOG macro with AddArrow when grabbing a debug snapshot to avoid multithreading access issues.
  • Changed EnumToString template function to EnumToUnscopedString to avoid conflicts with other plugins using the same name.
  • Fixed bug where the Debug Widgets returning to agents on unselect would not automatically return.

Also, based on feedback from Athena users, I added 2 new sections to the manual, these are 11. Multiplayer and Athena and GAS.
The full changelog can be found in the manual.

As always, let me know if you have any questions! πŸ˜„

noble marsh
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@misty thistle awesome work - keep it up

misty thistle
misty thistle
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Hi everyone!

Quick update to let you know Athena AI has been updated for Unreal Engine 5.7!

Let me know if you have any questions or feedback! πŸ˜„