Applied AI techniques for game systems — from pathfinding algorithm analysis to crowd simulation, much of it built directly into my game programming coursework.
Compared the efficiency of four pathfinding algorithms in Unity, incorporating a visualization module to view the graph search process of each. Algorithms coded: Breadth-First Search, Dijkstra's, Greedy Best-First Search, and A*.
Crowd simulation is one of the interesting topics in the field of game AI. Currently used in the basic form within my game development courses — the entire simulation runs through Unity's NavMesh component — with ongoing exploration of an ad-hoc algorithm for generating crowd characters within Unity.