Behavior Tree
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===Similar Architectures=== | ===Similar Architectures=== | ||
* [[Hierarchical Finite-State Machines]] (HFSM) | * [[Hierarchical Finite-State Machines]] (HFSM) | ||
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==Games That Use This Architecture== | ==Games That Use This Architecture== | ||
(Too numerous to list) | (Too numerous to list) | ||
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==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
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This page is part of the History Of Game AI project curated by the AI Game Programmers Guild. |
A behavior tree is an architecture for selecting contextually-appropriate actions for a given situation.
Contents |
History
Behavior trees rose to use in the mid-2000s with prominent usage in games such as Halo 2
Description
(TODO)
Usage Example
(TODO)
Typical Uses
(TODO)
Similar Architectures
Games That Use This Architecture
(Too numerous to list)
References
- Handling Complexity in the Halo 2 AI, Damián Isla, GDC, 2005
- Decision Making and Knowledge Representation in Halo 3, Max Dyckhoff, NIPS, 2007