behavior trees

Created: May 18, 2022Published: Mar 28, 2023Last modified: Apr 05, 2023
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Word count: 128Backlinks: 8

Game AI can be modeled with behavior trees.

We want a very expressive behavior tree lib, so we can be expressive in our AI design.

Ideally Behavior Trees can be visualized and debugged easily.

Enemy AI design, Level Design. It's all coming together.

Somewhat related: Build a Level editor

See also: Goal-Oriented Action Planning (GOAP)

misc resources

some other resources (videos/blog posts/source code) attached to the repos below

godot behavior tree impls

visualization is a top priority

debugging is a top priority

beehive as a godot addon Behavior Tree/GOAP project

seems easy enough to impl myself and maybe it could offer behavior tree and goap APIs? and maybe it could have unit tests? (call me crazy)


Backlinks

Game ai?

To me this means:

But it should probably mean more!

A Dino addon.

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Tools for managing your AI.

Related to Game AI, a newer take on state-machines / behavior trees.

Allows for more emergent behavior.

GOAP supports dynamic prioritization of goals based on world-state.

Also supports nuanced planning building based on cost-analysis.

Often uses A* to build the 'path' (plan).

A Godot monorepo full of games, addons, and scripts.

Finite State Machines (FSM).

A classic Game AI pattern.

Trying to get a handle on larger game dev topics as I encounter and tackle them.