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Questions tagged [behavior]

Behavior is the set of actions taken by an agent based upon its decision making system. Behavior is the applied result of the AI directing an agent. Questions on behavior should focus on actual or desired results of AI

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I am reading Programming Game AI by Example. It shows a technique called Goal Based Agent Behavior, which seems very similar to GOAP. Are these the same, or there are key differences of which I should ...
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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 ...
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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 ...
Reign of Error's user avatar
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I’ve noticed in a lot 2D shmups, after enemies accelerate onto screen and arrive at their arrival point, they don’t simply sit static at their arrival position, but rather begin to gently move in ...
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I'm making a simple behavior pack for Minecraft's Bedrock Edition for my own experimenting - the aim is to get tamed wolves to play fetch. The behavior pack is valid and loading, as it sort of works, ...
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I'm currently trying to develop a "Taxi-Driver" AI that intentionally makes sub-optimal pathing decisions. I need to have my driver go from point A to point B using a sub-optimal but still logical ...
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Finite State Machines are a great tool for simplifying a system where an Entity has many states it can be in with different conditions that determine what state to transition to. This works well for ...
Scooter's user avatar
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I'm writing a small game to sharpen my programming skills, and I've chosen to use behaviors (that basically is a class that modifies its parent, to do things like movement, damage and stuff) to avoid ...
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Example tree (Source): As far as I understood, a sequencer iterates over the children until one failed or all are successful. If one children returns "running", the sequencer will start to process ...
Superwayne's user avatar
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I'm reading up on Behavior Trees and would like to know how a good implementation for a scenario where the conditions can change or where a selector with a higher priority interrupts the current one. ...
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I'm making a platformer that wants the screen to closely follow the player, and I know I need the Scroll TO behavior. However, when I tried to make the screen move to the player, I get this: As seen ...
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In Starcraft 2, unit formations are created when a "group" is generated from a command. Generally, the rules for a group are: All units in the group are in the same spatial "clump". All units in the ...
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I'm writing a bot for a MOBA game as final project. Game status is read directly from the screen (that's the requirement). Now I have come to the AI part. On the first steps it started as some basic ...
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I've studied several articles and listen some talks about behavior trees (mostly the resources available on AIGameDev by Alex J. Champandard). I'm particularly interested on event driven behavior ...
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So I've been on a team that has been working on a game for quite a few months now and we're hitting some really nasty bloat problems with our character actions. Question in bold. Accompanying ...
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So I was just learning about Behaviour trees and I thought they're really cool. So I decided to use them in my games. But what I don't quite understand is: Short: Can everything done in an FSM, be ...
vexe's user avatar
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What happens, in a behavior tree, when a priority node chooses another branch over a running branch? Small example: ...
Appleshell's user avatar
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I am beginning to work with behavior trees and am unsure how events should be handled within the tree. Lets say we have a space game where the player is dogfighting with a handful of other ships, some ...
weichsem's user avatar
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I'm trying to develop a 2D platformer AI that is aware of its buddies and tries to not overlap with them. However, I always end up with an "snake": I dont want them to be so robotic, but instead ...
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I can't wrap my head around this. Is it legal for parent nodes to contain additional logic ?
jellyfication's user avatar
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I am using the Behave Plugin to make behavior trees for my game So, I have a behavior tree that looks like this : http://imagebin.org/278510 The Actions marked in Red are basically Perpetually ...
angryInsomniac's user avatar
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I'm interested in behaviour trees that aren't iterated every game tick, but every so often. (Edit: the tree could specify how many frames within the main game loop to wait before running its tick ...
Robominister's user avatar
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I'm making a game that plays a bit like Diablo, but you can harvest resources like in an RTS. I have the following states in my FSM: IdleState, ...
Rasmus Rønn Nielsen's user avatar
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I am working on a platformer and I want to have the player be able to switch control types based on items that may be carried + default controls for things such as water, in the air, on the ground etc....
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I'm having a difficult time to understand , how to implement the behavior of an enemy in a tile based game, movement attack behavior per enemy level ( higher level enemies should be hard to kill) ...
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From what I understand on Behavior Trees, each Behavior should be a short goal oriented Action that could be done in a few iterations. So for example, below is an image of a Behavior Tree: Now let us ...
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According to this article in league of legends matchmaking there's an average of 50/50 chances of winning or loosing a game based on how system ranks a specific account (player skill). However this ...
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I am currently in the middle of creating an AI village simulation in Java. Having implemented a simple rules engine for dialog, I am wondering if this DSL can be extended for AI. I have previously ...
Gozzen's user avatar
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For my current project I implemented a component/entity-based system, basically following most of the best-practice there is in this rather undefined area. So I got (slightly extended) Entities, ...
Philip Allgaier's user avatar
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I have started working on the AI for a game, but am confused how I should handle animations. I will be using a Behavior Tree for AI behavior and Cocos2D for my game engine. Should my "...
Tom's user avatar
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I'm trying to make a basic space invaders clone in allegro 5, I've got my game set up, basic events and such, here is the code: ...
Bugster's user avatar
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What steps usually takes or modify a trainer? How a trainer can change the way a game behaves? Edit: with the word trainer I mean the applications, usually a single executable, that can unlock and ...
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Suppose that you have a simple online browser based game* in which the characters are all landed nobles - Barons. When the game starts all players are on relatively equal footing. There is a game ...
jeremy's user avatar
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2 answers
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I have found problem in my shader code, which I dont´t know how to solve. I want to rewrite this code without "ifs" ...
Martin Perry's user avatar
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3 votes
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Recently I have read interesting slides about game object design written by Marcin Chady Theory and Practice of the Game Object Component Architecture. I have prototyped quick sample that utilize all ...
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In general, what I am asking is, given any game where a game element can look/behave/affect-other-elements one way under one set of conditions, and look/behave/affect-other-elements a different way ...
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I've been entertaining myself lately by programming a simple text-based adventure game, and I'm stuck on what seems like a very simple design issue. To give a brief overview: the game is broken down ...
Eric's user avatar
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I've been reading some literature that explains both separation and obstacle avoidance. On first sight, they both seem very similar in what they are supposed to do: keeping objects apart form each ...
user802232's user avatar
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When I read discussions about state machines vs. behavior trees, it is often in favor of using one over the other. However, this seems odd to me that you wouldn't still need a state machine to manage ...
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6 votes
1 answer
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I was wondering what kind of technologies were used in FPS games to move bots around the level. I know the pathfinding is done using waypoints or navigation meshes but how do the bots actually rotate ...
TomHastjarjanto's user avatar
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4 answers
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I have been reading about BDD - Behavior Driven Development for a while, and I find it really easy and usefull to convert features into code. BDD users often call it TDD done right. BDD is a tool for ...
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http://altdevblogaday.org/2011/02/24/introduction-to-behavior-trees/ Obviously the most interesting article I found on this website. What do you think about it ? It lacks some code example, don't ...
jokoon's user avatar
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6 votes
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I'm having a go at creating a very simple text based game and I'm wondering how I can design the entities (characters, sentient scenery) with regards to the actions those entities can perform. As an ...
Jamie Dixon's user avatar
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3 answers
1k views

In the past, I've used simple systems like finite state machines (FSMs) and hierarchical FSMs to control AI behavior. This pattern falls apart very quickly or any complex system. I've heard about ...
Tetrad's user avatar
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