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Learning game AI programming with Lua

You're reading from   Learning game AI programming with Lua Leverage the power of Lua programming to create game AI that focuses on motion, animation, and tactics

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Product type Paperback
Published in Nov 2014
Publisher Packt
ISBN-13 9781783281336
Length 352 pages
Edition 1st Edition
Languages
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Toc

Table of Contents (11) Chapters Close

Preface 1. Getting Started with AI Sandbox FREE CHAPTER 2. Creating and Moving Agents 3. Character Animations 4. Mind Body Control 5. Navigation 6. Decision Making 7. Knowledge Representation 8. Perception 9. Tactics Index

Behavior trees


With decision trees focusing on the if…else style of action selection and state machines focusing on the statefulness of actions, behavior trees fill a nice middle ground with reaction-based decision making.

The behavior tree node

Behavior trees are composed solely of different types of nodes. Based on the node type, the behavior tree will interpret child nodes as actions and evaluators. As we'll need to distinguish each node instance type from one another, we can create an enumeration of all supported node types: actions, conditions, selectors, and sequences.

Creating an instance of a behavior tree node merely sets the node type and the name of the node:

BehaviorTreeNode.lua:

BehaviorTreeNode = {};

BehaviorTreeNode.Type = {
    ACTION = "ACTION",
    CONDITION = "CONDITION",
    SELECTOR = "SELECTOR",
    SEQUENCE = "SEQUENCE"
};

function BehaviorTreeNode.new(name, type)
    local node = {};
    
    -- The BehaviorTreeNode's data members.
    node.action_ = nil;
    node.children_...
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