This article continues a series of tutorials which focuses on designing and implementing the AI for a simple simulation. In the last tutorial, you learned how to design a behavior tree for a virtual dog that responds to clicks. A good way to do this is by using AI conditions that suspend themselves […]
Tutorials
Applying the Signal-Slot Mechanism to Implement Efficient AI Conditions
February 20th, 2008 | Alex J. Champandard
Building Event-Driven Conditions for an Asynchronous Sensory System
February 6th, 2008 | Alex J. Champandard
This article continues a series of tutorials building simple dog behaviors for a simulation game. Last time, you learned how to use polling to build tasks that monitor conditions in the world, for example to keep the growling behavior running while another dog is nearby.
In practice, there’s also another way to implement these kinds […]
Monitoring Assumptions for Behaviors Using Polling Conditions
January 23rd, 2008 | Alex J. Champandard
In last week’s tutorial, you learned how instantaneous conditions can check information from the world to affect how decisions are made in a behavior tree. However, using this approach, once a decision is made the behavior will run until it terminates on its own — which reduces the responsiveness of the AI.
This article shows […]
How to Affect Behavior Choices Dynamically Using Instant Conditional Checks
January 16th, 2008 | Alex J. Champandard
Sensory systems have many different roles, as discussed in the last article. However, the best place to start is to implement a single condition that checks information from the world, and affects the decisions in a static behavior tree. For example, picking a fixed growling reaction to another dog when it’s nearby.
This tutorial […]
Using Conditions as the Building Blocks of a Sensory System
December 26th, 2007 | Alex J. Champandard
Wednesdays on AiGameDev.com is dedicated to tutorials. This article continues the long-running series which focuses on building simple dog behaviors for a simulation game.
At this stage, the decision making process is in place, but it’s based on random decisions instead of taking into account any information from the world. This, in effect, is […]
Tutorial Series Summary and Game::AI++
November 28th, 2007 | Alex J. Champandard
Wednesdays on AiGameDev.com is dedicated to tutorials that show you how to implement AI into your games. Over the last few weeks, following the designs of readers, I’ve been creating simple behaviors for dogs in a simulation game.
I’m currently on a business trip (the unexpected kind) as well as in the process of […]
Beyond AI Pseudo-code and Towards Sensory Systems
November 21st, 2007 | Alex J. Champandard
Over the last few weeks, this tutorial series designed and implemented simple dog behaviors using random decisions structured within behavior trees. This article shows you the C++ source code of the game’s AI logic as it is today.
Also, it’s time for you to put your thinking hats on; you need to decide what […]
A Lazy Approach to Designing Consistent AI Behaviors
November 14th, 2007 | Alex J. Champandard
When logic is built from multiple modular behaviors, you must make sure they work together consistently. Typically, to do that, your AI stores a variety of information shared by the behaviors to make sure there aren’t any clashes. Of course, this takes a lot of time and effort, but luckily there’s a lazier […]
On the Effectiveness of Random Decisions in Structured Behaviors
November 7th, 2007 | Alex J. Champandard
This tutorial on AiGameDev.com continues the series which builds simple AI logic for a simulation game. The previous article established a first design. This time, you’ll see how it can be implemented at the low-level.
It’s surprising how effective random decisions can be when they are structured together into a tree of sequential behaviors. […]
The Backbone of AI Behaviors: Movement and Animation
October 31st, 2007 | Alex J. Champandard
This article continues a series building the AI for a simulation game from the ground up. Last week, you found out what assets and libraries this project uses, and you helped figure out a first design to show off some simple but useful behaviors.
The best place to start implementing game AI is with movement […]
Building AI for a Simulation Game from the Ground Up
October 24th, 2007 | Alex J. Champandard
Do you ever ponder about the best way to create artificial intelligence for games? Well, me too! After years of industry experience and research, it still fascinates me. But one thing is certain, it requires lots of practice…
This article launches a series of tutorials, every Wednesday on AiGameDev.com, building game AI […]