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4 votes

Behavior Tree with interrupted sequence

Firslt remember that a decision tree is not the same as a state machine. You have listed three 'states' but they are not exactly 'states', they are compositions of other actions. Because of this, I ...
Pharap's user avatar
  • 1,627
4 votes

How to force a sub-optimal path

You can do this by forcing your A* heuristic to be inadmissible. An admissible heuristic is any heuristic which is strictly less than the true shortest path length. An example of an admissible ...
mklingen's user avatar
  • 601
3 votes
Accepted

How to force a sub-optimal path

Your red path follows a pretty simple decision metric. At each intersection, first evaluate which paths can reach the goal, and eliminate any that can't - this stops the algorithm from getting stuck ...
DMGregory's user avatar
  • 135k
2 votes
Accepted

Are GOAP & GBAB (Goal based agent behavior) the same thing?

A Goal Based Agent Behavior, is the Behavior of a Goal Based Agent. A Goal Based Agent is an Agent that is designed to reach a Goal state. That is in constrast with being an Utility Based Agent, which ...
Theraot's user avatar
  • 27k
1 vote
Accepted

How should I share the states amongst all the executions of a Behaviour Tree triggered from all ticks?

As far as I understand, the blackboard is not a state but more a dumping ground for storing things that the AI should know. The blackboard is mutable: each behaviour can read from it and write to it, ...
Vaillancourt's user avatar
  • 16.3k
1 vote
Accepted

How to create the slow random movement effect you see in shmup enemy idles?

One way to do this is with a noise function. ...
DMGregory's user avatar
  • 135k
1 vote

Finite State Machines for Enemies (AI vs. Entity States)

I think that you should keep each individual "state" separate. For instance, if you have an enemy that will chase after the player if it sees the player, it will start following and running. If you ...
AlgorithmsX's user avatar
1 vote
Accepted

Behaviours: Should I always return a reference to the behaviour on its methods?

You do already return a reference to the behaviour with the getBehaviour method. You can store the reference in a variable and work with it. Personally, I wouldn't return the components from the other ...
Suddoha's user avatar
  • 186
1 vote
Accepted

How to ensure a condition in a behaviour tree when processing following nodes?

Found an answer here. I thought a behaviour tree should start at the last running node to start computation time but that lead to the problem stated in the article. Treating Running States One common ...
Superwayne's user avatar

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