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Questions tagged [behavior-tree]

0 votes
0 answers
91 views

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, ...
kitfox's user avatar
  • 201
0 votes
1 answer
211 views

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 ...
Kamil Bizoń's user avatar
3 votes
1 answer
850 views

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 ...
user29244's user avatar
  • 327
0 votes
1 answer
628 views

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 ...
Ralph's user avatar
  • 23
2 votes
0 answers
270 views

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 ...
Ralph's user avatar
  • 23
0 votes
0 answers
355 views

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 ...
alekop's user avatar
  • 651
0 votes
1 answer
89 views

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 ...
alekop's user avatar
  • 651
0 votes
1 answer
168 views

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 ...
YoshGJ's user avatar
  • 535
1 vote
1 answer
158 views

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 ...
xenon's user avatar
  • 437
1 vote
0 answers
1k views

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 ...
Aaron.Bidwell's user avatar
0 votes
0 answers
601 views

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
1 vote
1 answer
1k views

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. ...
Angelo's user avatar
  • 38
1 vote
1 answer
1k views

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 ...
Paprik's user avatar
  • 151
0 votes
3 answers
4k views

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* ...
caleidon's user avatar
  • 591
0 votes
2 answers
3k views

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 ...
psznm's user avatar
  • 13

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