Summary
In this chapter, we explored the general background behind any BT implementation. We saw what a BT is, what its basic components are, and how can we use a BT to describe game character behavior. Then, we implemented a demo using a free plugin called Behavior Bricks. In the demo, we created the behavior for a simple scenario: the player and a patrolling robot. We also implemented a day/night cycle to spice up the scenario.
BTs are the cornerstones of modern AI for game characters. Implementation details and deeper examples would require a full book to explain them fully. Luckily, the web is full of resources for the curious reader.
Now, we will take a break from AI character design by looking at a different application of AI in games. In the next chapter, we will look at the fascinating field of procedural content generation.