Behavior trees and Blackboards
Behavior Trees and Blackboards work together to allow our AI to follow different logical paths and make decisions based on a variety of conditions and variables.
A behavior tree is a visual scripting tool that allows you to tell a pawn what to do based on certain factors and parameters. For example, a Behavior Tree can tell an AI to move to a certain location based on whether the AI can see the player.
To give an example of how Behavior Trees
and Blackboards
are used in games, let’s look at the game Gears of War 5, which was developed with UE5. The AI in Gears of War 5, and throughout the Gears of War series, always tries to flank the player or force the player out of cover. To do this, a key component of the AI logic is to know who the player is and where they are. A reference variable to the player, and a location vector to store the location of the player, exist in the Blackboard
. The logic that determines how these variables are used...