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I worked on the map editor and map generator for a TBS game (using Perlin
noise, Poisson disk sampling, Voronoi diagram, Heuristical AStar and custom
algorithms), focusing on AI and movement systems using a hybrid approach that
combines stackable FSM and BT. The AI system was structured into three levels of
control, using a modified version of BehaviorTree (named as AINodeTree). The
movement system used a combination of AStar, a custom version of NavMesh and
ORCA algorithm modification, which was rewritten from the UE version.
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