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  • Current Version: 1.16.0: 2024-04-03T10:40:19Z
  • First Published: 2023-02-15T12:48:13Z
  • Size: 67906160
  • Supported Unity Versions: 2021.3.34
tools behavior-ai

Wise Feline (Ultimate Utility AI and Influence maps)

(10 Votes)
$149.70 $149.70

Wise Feline make your NPCs the unique selling point of your game by making them interesting, different and unique. It allows you to easily have many actions and choose intuitive things to do which surprise players.

It will make it possible to make the game you always dreamed off easier. You'll make intersting content with a fraction of the speed of others and fill the world of your game with different types of NPCs and agents which have their own lifes and goals and react to situations in a non-scripted manner which delights the players.

You can have sequencial actions which are fully rigid too but you don't have to use them all the time.


Discord | Documentation | Forum Thread | Twitter/X | Video tutorials playlist | Executable immersive world download


New built-in actions and considerations with animation integrations are released with a fully featured complex life simulation and ecosystem demo which uses all features of the package.

  • Do you want to simulate immersive worlds which alikes of them have not been made?
  • Do you want to craft worlds which stories and emergent behaviors are their bread and butter?
  • Do you want to make AI which acts more naturally and more believable than AIs of most games?
  • Do you want your AI to react to everything in the environment and don't have a rigid structure?
  • Do you want many built-in actions and considerations to quickly make your prototypes with?
  • Do you want AI which can be easily procedurally modified at runtime by you or by your players as user generated content?
  • Do you want your AI to react cleverly to unexpected behavior and in general does things which surprises and delightes your users?
  • Do you want to easily change the design of your AI during production and add and remove actions without getting worried on how to understand complex trees or state machines?

Do you want to spatially reason and take strategic actions easily in your game and answer questions like these?


  • Where should I stand so I'm not too close to friends and too far from enemies?
  • Where should I throw a grenade so I kill most enemies?
  • Where are the paths cargos usually travel so I send the criminal bands to steel their goods?
  • Where should I build the next house in relation to current population density and house density in my procedural generation map?

Do you want even the objects in your game to be intelligent?


  • Do you want to have dynamic objects in your game which dictate how an agent interacts with them?
  • Do you want to be able to let users mod your game with new objects which work with the game without them changing the characters?
  • Do you want object behaviors in your world surprise your players in a way that designers did not anticipate?
  • Do you want your designers to be able to offer new objects without having to touch character and NPC behaviors?

If the answer to some of these questions is yes for you, Wise Feline is made for your project.


Do you want to know what Wise Feline can do for your game genre or what it adds to games in general? Click here!


Wise Feline allows you to create complex immersive agents which can act correctly in complex situations which even the designers did not think of. Big games including the sims, guild wars 2 and many others use a form of utility AI, smart objects and influence maps which exist in this package.


The ultimate version of the package contains a growing list of additional modules which the Lite version doesnt have.

For the list of modules check technical details


With Wise Feline you don't need to create huge and hard to follow state machines and behavior trees and instead you can give all of your actions a scoring mechanism which tells the system how important each action is at a moment in time. Because all actions are considered all the time, your AI will never be out of good options and it chooses the best action for the situation in a pretty intuitive way. You can group your actions based on priorities and use different selection algorithms for finding the best action. More details can be found in the technical details below.

You can use the combination of AI tags, influence maps and smart objects to have a great knowledge base about the world which agents can use to interact with it in smart ways.


Wise Feline is high performance and uses burst for influence maps (optional).


You can give important info about the world to your NPCs and players using influence maps. You can even use them to store where events happend or where procedural content generation should put the next objects.

You can leverage smart objects so your agents only request what to do and not how to do it and different objects decide how to fulfil the request. Tags allow you to put lots of dynamic info on different objects and read them in the agent to decide what to do?


Your designers no longer have to add specific transitions in state machines or conditions and nodes in behavior trees. By tweaking importance and utility of actions relative to each other in a utility AI system, they can easily change the behavior of the agents in an intuitive way and check why something behaves the way it does in the visual debugger.


Because all actions are considered all the time and you can add as many actions as you want with as many scoring conditions as you want, Wise Feline is perfect for games with emergent gameplay, open world games, virtual worlds, metaverses and MMOs but it can be used not only for agents in almost all genres but you can even use it to drive things like lighting, cameras, VFX and ...


State Machines and behavior trees still can be the tool of choice if you want very specific strict behavior which should be scripted exactly but if you want your agents to behave and think like humans or always choose something from their entire set of actions instead of only being able to go to specific states from a single state, Utility AI is your best bet.

Utility AI works based on actions and their importance score at each tick and this means you can change your agent's behavior based on the environment very easily. you can make your character more brave by having score considerations which give a higher score if friendly forces are around and ... Not that it is impossible to achieve the same thing with other approaches but it is very hard. With utility AI agents can have awesome environmental awareness and go persoanl and team transformations which feel very realistic from the player's viewpoint.


Since actions and utilities is the way that us human think and evaluate situations with, designers can map human experiences much easier to the game agents. Why think of selector nodes and decorator nodes and state transitions, if you can think about in what situations is this action important and how much?


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