Behavior Tree

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===Similar Architectures===
 
===Similar Architectures===
 
* [[Hierarchical Finite-State Machines]] (HFSM)
 
* [[Hierarchical Finite-State Machines]] (HFSM)
 +
  
 
==Games That Use This Architecture==
 
==Games That Use This Architecture==
 
(Too numerous to list)
 
(Too numerous to list)
 +
  
 
==References==
 
==References==
 
{{reflist|sourcename=Handling Complexity in the Halo 2 AI|author=Damián Isla|url=http://www.gamasutra.com/gdc2005/features/20050311/isla_01.shtml|year=2005|venue=GDC}}
 
{{reflist|sourcename=Handling Complexity in the Halo 2 AI|author=Damián Isla|url=http://www.gamasutra.com/gdc2005/features/20050311/isla_01.shtml|year=2005|venue=GDC}}
 
{{reflist|sourcename=Decision Making and Knowledge Representation in Halo 3|url=http://www.bungie.net/images/Inside/publications/presentations/publicationsdes/engineering/nips07.pdf|author=Max Dyckhoff|year=2007|venue=NIPS}}
 
{{reflist|sourcename=Decision Making and Knowledge Representation in Halo 3|url=http://www.bungie.net/images/Inside/publications/presentations/publicationsdes/engineering/nips07.pdf|author=Max Dyckhoff|year=2007|venue=NIPS}}

Latest revision as of 12:24, 16 July 2011


A behavior tree is an architecture for selecting contextually-appropriate actions for a given situation.


Contents

[edit] History

Behavior trees rose to use in the mid-2000s with prominent usage in games such as Halo 2


[edit] Description

(TODO)


[edit] Usage Example

(TODO)


[edit] Typical Uses

(TODO)


[edit] Similar Architectures


[edit] Games That Use This Architecture

(Too numerous to list)


[edit] References

  1. Handling Complexity in the Halo 2 AI, Damián Isla, GDC, 2005
  2. Decision Making and Knowledge Representation in Halo 3, Max Dyckhoff, NIPS, 2007
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