For many games, AI entites need to move around in a somewhat lifelike manner, or at the very least a consistent manner. The final decision as to which direction to move in can be quite complicated due to a number of competing factors, for example: Pathfinding waypoints, points of interest or obstacles. A common way to reduce the complexity of the decision is to separate the decision into several steering behaviors. Steering Behaviors Craig Reynolds introduced a paper at GDC 1999 to deal with what he described as the middle level…