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How to structure things in an RTS for AIs

Started by August 02, 2011 09:27 PM
11 comments, last by ApochPiQ 13 years, 3 months ago

What if I want to write my AI using behavior trees instead of flat state machines?

Then the transition logic is collected and packed up in a really neat reasoner. rolleyes.gif

This whole conversation is really kind of obtuse until we set some better bounds on what we are trying to accomplish. mellow.gif

Dave Mark - President and Lead Designer of Intrinsic Algorithm LLC
Professional consultant on game AI, mathematical modeling, simulation modeling
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Hey guys, thanks for all the replies.

Quite busy right now, but in the next day or so I'll post back with the architecture I implemented. It's far from perfect, but I'm trying to get a 100% working version out there. Then I'd love to discuss this all further and refine things more.
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[quote name='ApochPiQ' timestamp='1312770494' post='4846021']
What if I want to write my AI using behavior trees instead of flat state machines?

Then the transition logic is collected and packed up in a really neat reasoner. rolleyes.gif[/quote]

My point was that there are (good) ways to structure an AI implementation which are not fundamentally isomorphic to the simplistic state machine structure that was being suggested.

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