Questions tagged [behavior-tree]
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29 questions
0 votes
0 answers
91 views
Do behavior trees save state?
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, ...
0 votes
1 answer
211 views
How to implement random children selection using a behavior tree framework that doesn't support it?
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 ...
3 votes
1 answer
850 views
Characters ai code organization
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 ...
0 votes
1 answer
628 views
Data in blackboards of behavior trees
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 ...
2 votes
0 answers
270 views
Scheduler for Event Driven Behaviour Tree
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 ...
0 votes
0 answers
355 views
Behavior tree: tick frequency and fast-running tasks
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 ...
0 votes
1 answer
89 views
Behavior tree: invert grandparent's return value
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 ...
0 votes
1 answer
168 views
(Fluid Behavior Tree) Random NavMesh position returning the same position, instead of calculating a new one
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 ...
1 vote
1 answer
158 views
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 ...
1 vote
0 answers
1k views
What are Unreal Engines Pawn Action's Used for?
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 ...
0 votes
0 answers
601 views
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 ...
1 vote
1 answer
1k views
Implementing priority structure into a behavior tree, to react to player actions
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. ...
1 vote
1 answer
1k views
Behaviour Trees: How to clean up when a sequence is interrupted?
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 ...
0 votes
3 answers
4k views
Behavior Trees or GOAP for Rimworld-like game?
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* ...
0 votes
2 answers
3k views
Behavior tree: why?
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 ...