3
votes
Accepted
How do I end a behavior tree's action early without evaluating the entire active branch?
That is not how you do do decisions in a behavior tree.
If I understand correctly, your tree has this logic:
...
2
votes
Accepted
Ternary conditional in behaviour trees?
When you don't care about whether the whole subtree returns success of failure, then you could use the first version and wrap B in a Succeeder (a decorator which replaces the return value of its child ...
2
votes
Behavior Trees or GOAP for Rimworld-like game?
I'll only speak of Planning.
Unity provides a planner: you may wish to check that first instead of jumping into some GOAP Plugin (as amazing as they can be :-), or embarking into developping your own.
...
2
votes
Characters ai code organization
First of all, game AI with lots of actors with partially shared and partially unique behaviors is never a simple problem to solve. Especially considering that it's probably an area of your game you ...
2
votes
Accepted
Data in blackboards of behavior trees
When we have an NPC that follows the player, should it store the current location of the player or an entire reference/pointer to the player object?
Not necessarily. You might want to store a ...
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, ...
1
vote
Behaviour Trees: How to clean up when a sequence is interrupted?
Make the cleanup part of the "Flee" node. When it wants to make the actor flee, then it first needs to make sure that all the pre-conditions which are required for fleeing are fulfilled. ...
1
vote
Accepted
Behavior Trees or GOAP for Rimworld-like game?
In a Rimworld-like game you are dealing with NPCs who need to be able perform complex multi-step tasks (transport materials to workplace, craft item, transport crafted item to storage). And players ...
1
vote
Behavior Trees or GOAP for Rimworld-like game?
"In other words, I heard GOAP was better for projects where you have player made environment (or perhaps procedurally generated)."
Please, who told you that "GOAP was better for ...&...
1
vote
Accepted
Behavior tree: why?
Personally from going from a finite state machine to a behavior tree i find there are multiple advantages:
Iteration time:
With a behavior tree you have modules that are kind of like Lego-blocks, so ...
1
vote
Behavior tree: why?
Taken from a reddit thread: "Most of the non-blackboard AI functions are really buggy anyways, and I was only able to get error tolerant AI using the behavior tree."
this indicates that if ...
1
vote
Interrupt on behaviour tree
A solution that stays 'within' the language of Behaviour Trees, so to speak, would be to introduce a while node in your BT. Find a design that works for you, but ...
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