Behavior is the set of actions taken by an agent based upon its decision making system. Behavior is the applied result of the AI directing an agent. Questions on behavior should focus on actual or desired results of AI

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Should character actions be considered states?

So I've been on a team that has been working on a game for quite a few months now and we're hitting some really nasty bloat problems with our character actions. Question in bold. Accompanying ...
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149 views

Can a behavior tree represent the same logic as a finite state machine?

So I was just learning about Behaviour trees and I thought they're really cool. So I decided to use them in my games. But what I don't quite understand is: Short: Can everything done in an FSM, be ...
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112 views

Running state in Behavior Trees

What happens, in a behavior tree, when a priority node chooses another branch over a running branch? Small example: Priority 1: Fight Sequence: -Enemy near? -Fight! Priority 2: ...
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Using Behavior Trees and Events together

I am beginning to work with behavior trees and am unsure how events should be handled within the tree. Lets say we have a space game where the player is dogfighting with a handful of other ships, some ...
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184 views

How do I make a 2D platformer AI aware of its allies?

I'm trying to develop a 2D platformer AI that is aware of its buddies and tries to not overlap with them. However, I always end up with an "snake": I dont want them to be so robotic, but instead ...
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176 views

Behavior trees - Can sequences and selectors contain conditions?

I can't wrap my head around this. Is it legal for parent nodes to contain additional logic ?
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298 views

Behave Plugin : Behavior Tree Perpetually “Running” actions Prempting problem

I am using the Behave Plugin to make behavior trees for my game So, I have a behavior tree that looks like this : http://imagebin.org/278510 The Actions marked in Red are basically Perpetually ...
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1answer
120 views

Behaviour Trees with irregular updates

I'm interested in behaviour trees that aren't iterated every game tick, but every so often. (Edit: the tree could specify how many frames within the main game loop to wait before running its tick ...
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768 views

Preempting Behavior Trees

I'm attempting to get my head around behavior trees, so I'm spiking out some test code. One thing I'm struggling with is how to preempt a currently running node when something of higher priority comes ...
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1answer
107 views

Using an FSM, how do you clean up state related attributes that may be used from several states?

I'm making a game that plays a bit like Diablo, but you can harvest resources like in an RTS. I have the following states in my FSM: IdleState, ApproachingTargetCoordinateState, ...
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1answer
359 views

Behavior tree implementation details

I have been looking around for implementation details of behavior trees, the best descriptions I found were by Alex Champarand and some of Damian Isla's talk about AI in Halo 2 (the video of which is ...
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1answer
98 views

How can one impliment multiple control schemes for a single player?

I am working on a platformer and I want to have the player be able to switch control types based on items that may be carried + default controls for things such as water, in the air, on the ground ...
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1answer
198 views

How to implement tile enemies behavior? [closed]

I'm having a difficult time to understand , how to implement the behavior of an enemy in a tile based game, movement attack behavior per enemy level ( higher level enemies should be hard to kill) ...
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2answers
225 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 ...
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1answer
638 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 ...
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3answers
421 views

Reward volatility of League of Legends matchmaking system

According to this article in league of legends matchmaking there's an average of 50/50 chances of winning or loosing a game based on how system ranks a specific account (player skill). However this ...
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2answers
467 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 ...
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1answer
457 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 ...
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1answer
988 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, ...
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1answer
315 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 ...
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1answer
513 views

Space invaders clone not moving properly

I'm trying to make a basic space invaders clone in allegro 5, I've got my game set up, basic events and such, here is the code: #include <allegro5/allegro.h> #include ...
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1answer
121 views

What is a trainer from a coder prospective?

What steps usually takes or modify a trainer? How a trainer can change the way a game behaves? Edit: with the word trainer I mean the applications, usually a single executable, that can unlock and ...
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1answer
217 views

Winning isn't everything (organic Hierarchy)

Suppose that you have a simple online browser based game* in which the characters are all landed nobles - Barons. When the game starts all players are on relatively equal footing. There is a game ...
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2answers
224 views

DX11 - Weird shader behavior with and without branching

I have found problem in my shader code, which I dont´t know how to solve. I want to rewrite this code without "ifs" tmp = evaluate and result is 0 or 1 (nothing else) if (tmp == 1) val = X1; if (tmp ...
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1answer
367 views

Attributes and Behaviours in game object design

Recently I have read interesting slides about game object design written by Marcin Chady Theory and Practice of the Game Object Component Architecture. I have prototyped quick sample that utilize all ...
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2answers
633 views

Bejeweled-like game, managing different gem/powerup behaviors?

In general, what I am asking is, given any game where a game element can look/behave/affect-other-elements one way under one set of conditions, and look/behave/affect-other-elements a different way ...
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642 views

Implementing behavior in a simple adventure game

I've been entertaining myself lately by programming a simple text-based adventure game, and I'm stuck on what seems like a very simple design issue. To give a brief overview: the game is broken down ...
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320 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 ...
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852 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 ...
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390 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 ...
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3answers
1k views

Is BDD (Behavior Driven Development) used in games?

I have been reading about BDD - Behavior Driven Development for a while, and I find it really easy and usefull to convert features into code. BDD users often call it TDD done right. BDD is a tool for ...
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1answer
7k 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 ...
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480 views

Seperating entities from their actions or behaviours

I'm having a go at creating a very simple text based game and am wondering what the standard design patterns are when it comes to entities (characters, sentient scenery) and the actions those entities ...
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779 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 ...