The design and/or logic of how an in-game entity makes decisions about its behavior.

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7
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3answers
4k views

Patterns for racing AI behaviour

So let's say you've got a spline-based racing AI. Assume it can already handle the basics of braking and steering around the track. How would you structure and implement collision avoidance, ...
10
votes
3answers
835 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 ...