11.1. Behavior Tree.

February 03, 2017

 

11.1.1. Main Reading.


• Unity AI Game Programming.
• Chapter 6: Behavior Trees.

Expands upon Finite State Machines into something we can use for even the most complex of games. We will be using the free plugin Behave to help us create and manage Behavior Trees in Unity.

    • Learning the basics of behavior trees
    • Evaluating the existing solutions
    • Implementing a basic behavior tree framework

11.1.2. Complementary Reading.


• Unity 5.x Game AI Programming Cookbook.
• Chapter 3: Decision Making.

    • Choosing through a decision tree
    • Working a finite-state machine
    • Combining FSMs and decision trees
    • Implementing behavior trees
    • Working with fuzzy logic


• Unity AI Programming Essentials.
• Chapter 3: Behavior Trees.

    • An overview of behavior trees

• Chapter 10: Animation and AI.

    • An overview of animation