Adaptive difficulty through behavior based AI

My Honours Project was built with SFML and created around the idea of an AI opponent scaling its abilities to that of the current player; the idea being that this would allow players of all skill levels to play the game and experience the same amount of challenge.

In the end the project was not a success, the AI did not adapt to the skill of the player, however, the AI controlled character did react to the players behavior, just not in a way that affected the difficulty of the game.

In this video the red player is human controlled, while the blue is controlled by the adaptive AI.

Download Link: ExecutableSource