RAFAEL DAVID JOSÉ

SimCity AI

SOURCE CODE

DESCRIPTION

SimCity AI is an urban traffic simulation that models realistic interactions between cars and pedestrians in an alien-themed city environment. The simulation uses behavior trees and pathfinding to create realistic traffic behavior, with the unique ability to introduce a 'chaos' mode where agents ignore traffic rules, creating unpredictable scenarios and testing system resilience.

SCREENSHOTS

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MY ROLE & CONTRIBUTION

I implemented the pedestrian AI systems and project documentation. My responsibilities included developing the pedestrian behavior tree with normal, drunk, and accident states, implementing pathfinding systems for sidewalk and crosswalk navigation, and creating the chaos effect system. I developed the pedestrian generation systems, implemented visual feedback effects including the blink system for state changes, and contributed to the Game Manager configuration. Additionally, I handled major sections of the project documentation including methodology, results analysis, and conclusions.

CORE CONCEPTS

This project explores AI-driven traffic simulation using behavior trees, agent-based modeling, and pathfinding algorithms. It demonstrates chaos theory application in urban environments and realistic traffic interactions between different agent types.

TECHNICAL ASPECTS

SimCity AI was developed in Unity using C# and TheKiwiCoder behavior tree system. The simulation features NavMesh-based pathfinding, custom behavior trees for AI states, and a chaos system that introduces unpredictable behaviors. The project includes traffic management systems and collision detection with visual feedback.

COURSE: "Artificial Intelligence" – Bachelor in Videogames, Universidade Lusófona (2º year, 2º semester)

PLATFORM: PC (Windows) - AI Simulation

DEVELOPMENT TIME: ~1 Month

TEAM SIZE: 2 developers

TECHNOLOGIES USED:

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