Questions tagged [behavior]
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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Are GOAP & GBAB (Goal based agent behavior) the same thing?
I am reading Programming Game AI by Example. It shows a technique called Goal Based Agent Behavior, which seems very similar to GOAP.
Are these the same, or there are key differences of which I should ...
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How should I share the states amongst all the executions of a Behaviour Tree triggered from all ticks?
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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What is the earliest documented use of behavior trees?
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 ...
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How to create the slow random movement effect you see in shmup enemy idles?
I’ve noticed in a lot 2D shmups, after enemies accelerate onto screen and arrive at their arrival point, they don’t simply sit static at their arrival position, but rather begin to gently move in ...
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Minecraft Bedrock behaviors: drop items for player/owner?
I'm making a simple behavior pack for Minecraft's Bedrock Edition for my own experimenting - the aim is to get tamed wolves to play fetch. The behavior pack is valid and loading, as it sort of works, ...
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How to force a sub-optimal path
I'm currently trying to develop a "Taxi-Driver" AI that intentionally makes sub-optimal pathing decisions. I need to have my driver go from point A to point B using a sub-optimal but still logical ...
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Finite State Machines for Enemies (AI vs. Entity States)
Finite State Machines are a great tool for simplifying a system where an Entity has many states it can be in with different conditions that determine what state to transition to. This works well for ...
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Behaviours: Should I always return a reference to the behaviour on its methods? [closed]
I'm writing a small game to sharpen my programming skills, and I've chosen to use behaviors (that basically is a class that modifies its parent, to do things like movement, damage and stuff) to avoid ...
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How to ensure a condition in a behaviour tree when processing following nodes?
Example tree (Source):
As far as I understood, a sequencer iterates over the children until one failed or all are successful. If one children returns "running", the sequencer will start to process ...
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Behavior Tree with interrupted sequence
I'm reading up on Behavior Trees and would like to know how a good implementation for a scenario where the conditions can change or where a selector with a higher priority interrupts the current one.
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Construct 2's Scroll-to too small?
I'm making a platformer that wants the screen to closely follow the player, and I know I need the Scroll TO behavior.
However, when I tried to make the screen move to the player, I get this:
As seen ...
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Detecting Groups for Formations
In Starcraft 2, unit formations are created when a "group" is generated from a command. Generally, the rules for a group are:
All units in the group are in the same spatial "clump".
All units in the ...
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Game AI. Behavior Trees struggles
I'm writing a bot for a MOBA game as final project.
Game status is read directly from the screen (that's the requirement).
Now I have come to the AI part. On the first steps it started as some basic ...
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Event Driven Behavior Tree: deterministic traversal order with parallel
I've studied several articles and listen some talks about behavior trees (mostly the resources available on AIGameDev by Alex J. Champandard).
I'm particularly interested on event driven behavior ...
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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 ...