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Rabbit Hunter

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Rabbit Hunter is an artificial intelligence simulation where "Hunter" and "Rabbit" actors leverage a goal-oriented action planning architecture and sensory systems (visual/auditory) to enact a hunting scenario in various procedurally generated terrains that are created by applying new heightmaps (generated by utilizing the Fractional Brownian Motion Algorithm) to a Unity Terrain game object. 

Simulation Description:

On start-up, the hunter will begin to wander starting from the “Hunter Shed” while the rabbit will begin moving towards the carrots (closest carrots first) starting from the “Rabbit Den”. The hunter will continue to wander unless the rabbit enters its field of view and an unobstructed sightline is established (at which point it will begin pursuing). If the sound collider enabled from picking up a carrot intersects with the hunter’s detection circle then the hunter will immediately turn and move towards the position of the “sound”. When the rabbit detects it is in danger its current action will be interrupted and it will move towards the “Rabbit Sanctuary”. If the rabbit is no longer searching for carrots and is hiding within the “Rabbit Sanctuary” then the hunter will return to the “Hunter Shed”. When the rabbit re-emerges for carrots the hunter will once again begin wandering. Once the rabbit is captured the scene will reload with a newly generated terrain and the process will begin once again.

Visual Key:

  • Blue circle around hunter = detection radius

  • Red lines starting from hunter = field of view

  • Yellow line to rabbit when detected = visualization of unobstructed raycast

  • Temporary blue circle when rabbit picks up a carrot = symbolization of sound radius

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