>>....Prediction AI...
-> This was a quick study on prediciting AI inside of c++ 14.
-> This Algorithm keeps track of players play, and attempts to select the best move to beat the player
-> This Study Can be downloaded in the Past Project
-> Contract me here for the code
>>....Mobile Game Spawning Algorithm....
-> This was a simple quick study on mobile game spawning algorithms.
-> This Algorithm Keeps tracks of player skill and adjusts values to try to make the game more or less difficult based on the difficulty setting
-> This was also a case study on optimizing algorithms for a mobile computing environment
-> This was later turned into Beryl( Past Project )
-> Contract me here for the code
>>....Real Time Learning AI inside of Unreal Engine....
-> This was a case study into learning AI for horror games. This was later turned into Caligo( Past Project )
-> This code uses a modified Mini-Max Algorithm to compute it's effectiveness in realtime based on feedback from the player
-> This AI was created to monitor an infinitely scalable play space
-> This AI uses input from either head tracking through oculus rift or through mouse input
-> The AI can change lighting, audio, or move objects in the game world
-> Contract me here for the code
>>....Procedural Generated Forest for a Static Height Map....
-> This was a case study into procedural generation on a artist defined height map
-> This code uses a series of line traces to produce the forest that is generated into the game world
-> The designer can edit values that are exposed through the blueprint system to allow for control over the generated forest
-> Contract me here for the code
Nicholas Mallonee