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Questions tagged [behavior-tree]

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I'm trying to teach myself how to use the behavior tree design pattern. I think I understand most of it, but am not clear if the tree is supposed to save the current state or not. In the below tree, ...
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How to implement random children selection using a behavior tree framework that doesn't support it? Assuming that I want to select one of three possible actions with equal probability this is the best ...
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I want to create a an ai with finely customizable character. The ai should be able to handle generic behaviors, like scheduled activity, shared across all character, but have specific override for ...
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In Ian Millington's "AI for Games" it is stated that behavior trees should not actually own any data, and instead a blackboard can be used to store data nodes of a behavior tree need to know ...
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The Behaviour Tree Starter Kit (BTSK) on GameAI Pro suggests using a scheduler for an event driven behaviour tree. To recap: A behaviour tree (BT) is traversed fully every time the root node is ticked ...
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My behavior trees tick at 1Hz, while the rest of the game logic runs at 60Hz. This means even simple tasks can't be accurately managed by tree nodes. For example, "turnToFaceTarget" can set ...
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I'm trying to figure out how to return one result to the immediate parent, while returning a different one to the grandparent. The idea is: given a "turnToFaceTarget" tree, skip the rotation ...
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I have a NavMesh agent that wanders around every x seconds, moves to a random position, and lastly it repeats the sequence. I made a test using a coroutine, which was called through a context menu ...
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I'm still learning about Behaviour Trees and my understanding of the "blackboard" is essentially a state object. When passing the state object through the ticks to the function calls (which ...
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Inside of a Behavior Tree you can create a task called Push Pawn Action, and it appears you can select between several types of actions or create your own. What is the purpose of this and how is it ...
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I'm curious about when behavior trees first appeared in the context of AI design. I've looked at many sources (e.g., GDC talks, academic literature such as Behavior Trees in Robotics and AI: An ...
Reign of Error's user avatar
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My goal is to have a behavior tree that can run alone (autonomously) but also react to input from the player. I'm making an AI for a hack and slash game where the AI will fight you, chase you, etc. ...
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I'll try to show my problem on a minimal example, in reality it's more complex: It's a simple behaviour, that repeats "an action" that has a certain animation. If a player gets close, this ...
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I am currently making a Rimworld-like game. For now, it is identical in appearance, how the map works and how the pawns (colonists) are supposed to function. Core world-generation logic and A* ...
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I am new to UE4 and game programming altogether. Following multiple tutorials and documentations I see mentions of behavior trees. In tutorials they do not use them in favor of blueprints because they ...
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I am trying to have a custom APawn along with its custom UPawnMovementComponent and AIController, to move to a location using the MoveTo node of a behavior tree. I've followed the code in the engine ...
Stud's user avatar
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I'm reading about behavior trees, and one of the common recommendations I've seen is to maintain a reference to your running action so that you don't have to traverse the entire tree during every game ...
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When designing a behaviour tree that controls an agent, is it possible to construct the tree so that the agent first attempts task A, then depending on whether task A succeeds it attempts either task ...
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For context, I am coding a naive implementation of behavior trees myself, in C#. Let's say I have two scenarios that I want to create behaviors for. Both AI's will traverse/patrol four specific ...
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Assume I have a behaviour tree like the following: [A] / | \ [B] [C] [D] A = Selector (Priority node) B = Perception task C = Idle task D = Walk to point ...
brazorf's user avatar
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Let's say I have a condition node which has to spend a lot of time calculating something to finally return a bool to the behavior tree. But in the following action, we need this information again. I ...
Ramon's user avatar
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I am trying to define an AI behavior where if a conditional (MyCondition) is false, execute the task. I know I can do this as follows: ...
John's user avatar
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I'm using a custom Behaviour Tree library (not UDK or any other engine) so I'm wondering on the best way to cause an interrupt to a currently running node. I don't have decorators or parallel nodes in ...
user441521's user avatar
26 votes
6 answers
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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 ...
me--'s user avatar
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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 ...
angryInsomniac's user avatar
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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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19 votes
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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 us ...
Free Lancer's user avatar
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74 votes
1 answer
42k views

What are some differences between Decision Trees and Behavior Trees for AI Game Development? For what applications would you use one over the other?
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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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