Behavior Trees - Three Ways of Cultivating Game AI (1).pdf

Behavior Trees - Three Ways of Cultivating Game AI (1).pdf

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时间:2019-03-14

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1、AlexJ.ChampandardMichaelDaweDavidHernandez-CerpaAiGameDev.comBigHugeGamesLucasArtsBehaviorTrees:ThreeWaysofCultivatingGameAIBEHAVIORTREESAPPLIED!•Halo3&ODST•[PROTOTYPE]•Spore•GTA:ChinatownWars•TheBourneConspiracy•SWAT4,Bioshock•DarkSector•…FEATURES•BTsareaframework

2、forgameAI.•BTsmodelcharacterbehaviorsextremelywell.•BTsaresimple,yetextremelycustomizable.OVERVIEWBehaviorBehaviorBehaviorBehaviorBehaviorBehaviorBehaviorActionActionActionActionActionAGENDA1)BuildingBlocks2)DesignPatterns3)ScriptIntegration4)Debugging5)DiscussionB

3、ehaviorTreesPart1,DavidBUILDINGBLOCKSNODETYPES•Priority–Childnodesareevaluatedinorderuntilonevalidates•Sequential–Firstchildisvalidatedandexecuted–Whenitisfinished,thenextoneisvalidated•Stochastic–Allchildrenarevalidated–ArandomnodeisselectedamongthevalidonesBEHAVI

4、ORTREEUPDATERootCombatIdleMeleeRangedUseComputerPatrolFleeAttackWeapon1Weapon2Weapon3EVENT-DRIVENBEHAVIORSRootIncomingProjectileCombatIdleEvadeMeleeRangedUseComputerPatrolFleeAttackWeapon1Weapon2Weapon3•Stimulustypes–Disabledbyevent–AutodisabledDYNAMICBEHAVIORS•Dyn

5、amicbehaviorssupport–Levelspecificcontent•Patrols•Initialsetups•Storydrivenevents–DLC•Behaviorsareaddedtoactorsinthelevel(enticers)–WhenaNPCusestheactor,itattachesthebehaviortothetreeDYNAMICBEHAVIORSRootCombatIdleMeleeRangedUseComputerPatrolFleeAttackWeapon1Weapon2

6、Weapon3DYNAMICBEHAVIORSRootCombatSTIdleMeleeRangedFleeAttackWeapon1Weapon2Weapon3DYNAMICBEHAVIORS•Validate–LookforenticersRoot•Update1.MovetoenticerSTIdle2.WaitforotherNPCs3.SubscribeUseComputer–Attachnewbehaviortothetree4.Waitforbehaviortofinish5.Unsubscribe–Remov

7、ebehaviorfromthetreeBehaviorTreesPart2,AlexDESIGNPATTERNSINTHENEXT10MINUTES,FINDOUT...What’sthebiggestproblemdevelopersfaceworkingwithbehaviortreesandscalingup?INTHENEXT10MINUTES,FINDOUT...WhenshouldyoubuildyourBTlikeaHFSM,andwhathappensifyoudo?MOVINGCOVERMOVINGCOV

8、ERBLACKBOARDCOVERMOVINGSTANDINGCROUCHINGRunToTargetPeakAtThreatSneakToCoverRunToTargetBLACKBOARDCOVERMOVINGSTANDINGCROUCHINGSneakToCoverBLACKBOAR

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