We can combine Behavious Tree and Finite State Machine. Each Leafs of the Behavious Tree are Finite State Machine system. That way we can get all advantages of this 2 AI techniques.
I use this paper A Character Decision-Making System for FINAL FANTASY XV by Combining Behavior Trees and State Machines by Youichiro Miyake, Youji Shirakami, Kazuya Shimokawa,
Kousuke Namiki, Tomoki Komatsu, Joudan Tatsuhiro,Prasert Prasertvithyakarn, and Takanori Yokoyama(http://www.gameaipro.com/GameAIPro3/GameAIPro3_Chapter11_A_Character_Decision-Making_System_for_FINAL_FANTASY_XV_by_Combining_Behavior_Trees_and_State_Machines.pdf)use in Final Fantasy 15 , I didn't implement the tool but get the idea
Behavior Tree is an classical one and the FSM is based on this paper A Reusable, Light-Weight
Finite-State Machine by David Grez Graham (http://www.gameaipro.com/GameAIPro3/GameAIPro3_Chapter12_A_Reusable_Light-Weight_Finite-State_Machine.pdf) use on this game Drawn to Life: The Next Chapter.
On this sample project, Actor lives in a house and 3 neend : sleep, eat, wash (and play video game if he have nothing to do), it's like the Sims game.
Every time a leaft of the BT is selected, we goes in a FSM to accomplish actions by instance eat means take a meal, put it on oven and eat or for sleeping it's means switch of the light , sleep n and switch on the light when the actor sleeps enough
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