Monday, April 8, 2019

architecture - How do I make complex AI manageable?




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 behavior trees. They seem like the next obvious step, but I haven't seen a working implementation or really tried it yet.


What other patterns can make complex AI behaviors manageable?



Answer



Behaviour trees are a really great way to manage AI, and Ai Game dev is the best place to learn about them! There are tonnes of example implementations out there on places like Codeplex, or even AIGD's own Sandbox engines implementation (which admitedly is fairly complex and can be hard to follow).


Last year at the game AI confrence there was alot of excitement about planners, but this year alot of that had fallen away. Best tip seemed to be just to start simple. The whole 20% of the work to get you 80% there thing seems to totaly hold true in most cases


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