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AI for NPC Behavior Full Syllabus

Module 1: Introduction to NPC AI

  • What is NPC behavior?
  • Types of NPCs: ally, enemy, neutral, vendors, etc.
  • Traditional vs modern AI in NPCs
  • Importance of believable behavior & immersion
  • Case studies from AAA games (e.g., Red Dead Redemption 2, Skyrim, Cyberpunk)

Module 2: Core Concepts of Behavior Modeling

  • Finite State Machines (FSM)
  • Behavior Trees (BTs)
  • Utility-based AI
  • GOAP (Goal-Oriented Action Planning)
  • Decision Trees & Rule-based Systems
  • Comparison: When to use what?

Module 3: Machine Learning for NPC Behavior

  • Supervised vs Reinforcement Learning
  • Training agents using rewards & punishments
  • Imitation learning from human gameplay data
  • Proximal Policy Optimization (PPO)
  • Using Unity ML-Agents Toolkit for training

Module 4: Pathfinding & Movement

  • A* Pathfinding algorithm
  • Navigation meshes (NavMesh)
  • Obstacle avoidance & dynamic rerouting
  • Crowd simulation & formation patterns
  • AI for climbing, flying, swimming behaviors

Module 5: Dialogue & Communication

  • Dialogue trees vs LLMs (GPT-4, Claude, etc.)
  • NPCs with memory (LangChain-style)
  • Voice synthesis with ElevenLabs or Coqui
  • Procedural storytelling + dialogue
  • AI for dynamic responses to player input

Module 6: Emotion & Personality Modeling

  • Emotion engines (Plutchik’s Wheel, PAD Model)
  • Simulating fear, anger, joy, confusion, etc.
  • Long-term mood vs short-term emotion
  • Adaptive behavior based on emotion/personality
  • Mood-influenced decision-making

Module 7: Social AI & Multi-NPC Interaction

  • Gossip, reputation & influence systems
  • Group behavior: flocks, herds, mobs
  • NPCs reacting to each other’s choices
  • Emergent behavior from simple rules
  • Societal simulation (villages, factions, politics)

Module 8: Combat & Tactical AI

  • Threat detection and prioritization
  • Cover systems and flanking
  • Squad coordination using AI
  • Adaptive difficulty balancing
  • Learning from player strategy over time

Module 9: Memory, Learning & Adaptation

  • Short-term vs long-term memory
  • Remembering player actions
  • Learning player patterns (using RL)
  • NPCs changing behavior over time
  • Save/load behavior states

Module 10: Daily Routines & Scripting Life

  • NPC schedules: sleep, eat, work, travel
  • Event-driven behavior changes
  • Simulating towns and persistent worlds
  • AI for background activity
  • Idle behavior realism

Module 11: Tools, Engines, & Integration

  • Unity AI (NavMesh, Behavior Trees, ML-Agents)
  • Unreal Engine AI (Blueprint AI, EQS, BTs)
  • Godot + GDScript for AI
  • Custom engines with Python/JavaScript
  • Using GPT API for dialogue or dynamic emotion systems
  • ChatGPT + game logic hybrid systems

Module 12: Testing & Debugging NPC AI

  • AI debugging overlays
  • Simulating player-NPC interactions
  • Stress testing with crowd/NPC density
  • Automated testing bots
  • Metrics: believability, response time, variety
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