3
votes
2answers
120 views

Behavior Tree Iteration Rate

How is a Behavior Tree iterated in a game? For example, let's assume you have an extremely large Behavior Tree with about a hundred Actions/Conditions. If we were to run one action or condition ...
6
votes
1answer
169 views

Behavior Trees :: Actions That Take Longer Than One Tick

From what I understand on Behavior Trees, each Behavior should be a short goal oriented Action that could be done in a few iterations. So for example, below is an image of a Behavior Tree: Now let ...
1
vote
2answers
168 views

Single or Multiple Behavior Trees?

I just finished coding a generic Behavior Tree structure for my games. My question is, when creating behaviors for enemy AI's, do I create one large behavior tree with every possible configuration as ...
7
votes
1answer
326 views

Can a rules engine produce manageable and complex AI?

I am currently in the middle of creating an AI village simulation in Java. Having implemented a simple rules engine for dialog, I am wondering if this DSL can be extended for AI. I have previously ...
5
votes
1answer
430 views

Component/Entity-based design + Behavior Trees => how to integrate?

For my current project I implemented a component/entity-based system, basically following most of the best-practice there is in this rather undefined area. So I got (slightly extended) Entities, ...
0
votes
1answer
118 views

Behavior Trees and Animations

I have started working on the AI for a game, but am confused how I should handle animations. I will be using a Behavior Tree for AI behavior and Cocos2D for my game engine. Should my ...
1
vote
1answer
271 views

What exactly is the difference between separation and obstacle avoidance

I've been reading some literature that explains both separation and obstacle avoidance. On first sight, they both seem very similar in what they are supposed to do: keeping objects apart form each ...
3
votes
2answers
481 views

Is it correct to assume that behavior trees work for AI, but the player character and static entities still need state machines?

When I read discussions about state machines vs. behavior trees, it is often in favor of using one over the other. However, this seems odd to me that you wouldn't still need a state machine to manage ...
6
votes
2answers
344 views

Techniques for bot movement in (first person) shooter games

I was wondering what kind of technologies were used in FPS games to move bots around the level. I know the pathfinding is done using waypoints or navigation meshes but how do the bots actually rotate ...
9
votes
1answer
4k views

Behaviour tree code example?

http://altdevblogaday.org/2011/02/24/introduction-to-behavior-trees/ Obviously the most interesting article I found on this website. What do you think about it ? It lacks some code example, don't ...
9
votes
3answers
612 views

How do I make complex AI manageable? [closed]

In the past, I've used simple systems like finite state machines (FSMs) and hierarchical FSMs to control AI behavior. This pattern falls apart very quickly or any complex system. I've heard about ...