lundi 25 mai 2020

Score Behavious Tree (Goal Oriented Behaviors Score)

Behavious Tree actions are selected depend some conditions.One of the weakness is player can anticipate the action if he knows how to trigger this behavious
and on the developpement we need to add more and more condition when we are checking condtions

On this paper : Simulating Behavior Tree, A Behavior Tree/ Planner Hybrid Approach by Daniel Hilburn(http://www.gameaipro.com/GameAIPro/GameAIPro_Chapter08_Simulating_Behavior_Trees.pdf)Use the in Jedi Academy Kinect.The idea is to make "simulation" of each action possible and select the best one. On my side, I add a score system to know which are the best actions

On this example, it's a shooter game. The AI Actor have to select the best actions depend on data:

Data are :

- Weapon : Handgun, Shotgun, Sniper . Weapon are more or less effective depend on the distance (Sniper is good for far target, where shotgun is good for close combat)
- Health
- Cover
- Health pack distance

Actions :

- Attach the player
- Go Cover or take health pack
- Go near or far the target to use more effectively weapons

With this method, user can add/remove conditions and can tweak more easier than a "classic" BT

Bot attack player with a sniper

Bot go near the player to use shotgun

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