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The EKI One® Engine offers different kinds of AI services which can be combined to an all-in-one solution meeting your requirements. Don't worry about technical details. Offering the EKI API, we are able to provide easy access to the most important features like initializing the system, saving the current state or updating the simulation.
Runtime EnvironmentEKI One® comes with an AI runtime environment. That means all AI services delivered with EKI One® are managed by one central component which takes care of memory management, CPU management and Level Of Detail aspects. For example, the system offers a time slicing mechanism so that you can provide the EKI One® Engine one specific amount of time in order to update the AI-System. Configurable Behavior FoundationDesign the desired behavior of your NPCS with EKI One®. Our large palette of out-of the-box tools enables you to model manifold kinds of behavior like ambient, aggressive, movement, social, emotional, cognitive, instinctive, cooperative, stimulated, reactive, communicative, playful behavior, and many more. Our default behavior cycle can be directly mapped to the different services of EKI One®: select a goal and make a plan, execute it, perceive your environment and rate your actions. Decision and PlanningA very important aspect of game AI is deciding on the next action. With EKI One® you have several options to realize decisions. If you want to predefine concrete plans, use a hierarchical finite state machine (FSM). If you want to set only goals and available actions, use the planner which will dynamically create a plan. If you want to define interactive plots with probabilities, use the EKI Ambience system which will take care about the sequence of actions. Additionally, EKI One® offers a rich set of scripting functions which can be used to access and manage the knowledge of an agent thus enabling them to learn and act according to past experiences. Pathfinding and MovementEKI One® offers an out-of-the-box movement system for pathfinding and steering enabling your agents to move intelligently in dynamic worlds. The pathfinding system allows querying a static mesh containing different surface types. For example, you can model agents which are very good at swimming; they will prefer water to solid ground. The pathways generated by EKI One® will then be followed using the steering controller, which can be configured by different force weights and priority based steering groups. Perception ComponentFeel free to enable or disable three different senses for individual agents: sight, hearing and smell. But let your agents only perceive what they are able to perceive. For example, it is easy to model a dwarf who can smell gold but not flowers. |
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