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	<title>TriangularPixels.com &#187; AI</title>
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		<title>Behaviour / AI rambling</title>
		<link>http://triangularpixels.net/games/development/2008/07/07/behaviour-ai-rambling/</link>
		<comments>http://triangularpixels.net/games/development/2008/07/07/behaviour-ai-rambling/#comments</comments>
		<pubDate>Mon, 07 Jul 2008 23:20:56 +0000</pubDate>
		<dc:creator>JC</dc:creator>
				<category><![CDATA[AI]]></category>
		<category><![CDATA[Development]]></category>
		<category><![CDATA[behaviour tree]]></category>
		<category><![CDATA[finite state machine]]></category>

		<guid isPermaLink="false">http://triangularpixels.net/games/development/2008/07/07/behaviour-ai-rambling/</guid>
		<description><![CDATA[Enemy behaviour in my current (as yet unnamed) game hasn't come on very far - just a single enemy with a traditional hard-coded finite state machine (done the old-school way, with a big switch statement). Which was initially fine as it let me get some of the more important low-level details into place, but now [...]]]></description>
			<content:encoded><![CDATA[<p>Enemy behaviour in my current (as yet unnamed) game hasn't come on very far - just a single enemy with a traditional hard-coded finite state machine (done the old-school way, with a big switch statement). Which was initially fine as it let me get some of the more important low-level details into place, but now I'm looking at adding more enemies it's not looking so hot so something more elaborate is called for.</p>
<p><a href="http://aigamedev.com/">Ai Game Dev</a> has been in my bookmarks for a while now, and provides a lot of interesting reading. The approach F.E.A.R. takes towards it's AI is <a href="http://aigamedev.com/reviews/fear-ai">particularly interesting</a> and probably something which would work well, but is a little beyond me at the moment. Instead what's caught my eye is <a href="http://aigamedev.com/hierarchical-logic/bt-overview">behaviour trees</a>. In particular it seems to solve a problem that I've been having - how to write specific modules of behaviour (like a specific enemy attack) in a way that they can be reused and rearranged rather than having an explicit "next" behaviour.</p>
<p>I'm not sure I entirely understand how it's all going to fit together with some of the higher level gameplay interactions, but it's a promising direction. I think I shall leave my current FSM enemy as it is and code up the next enemy as a behaviour tree (or possibly do the same one again) and see what the resulting code is like.</p>
<p>Since I havn't really done a scrolling beat-em-up before, I'm expecting to take a few wrong turns with the AI before I find something that works. If anyone has any experience to share then feel free to leave a comment.</p>
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