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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

Decision trees


Decision trees will be the first structure we'll implement and are, by far, the easiest way to understand how a decision was made. A decision tree is composed of branches and leaves. Each branch in the tree will wrap an evaluator, while each leaf will be composed of an action. Through a sequence of branch conditions, our decision tree will always result in a final action that our agent will perform.

To create a decision tree structure, we'll implement an update loop for our tree, which evaluates the root branch within the tree and then proceeds to process the resulting action. Once the action has been initialized, updated, and eventually, terminated, the decision tree will re-evaluate the tree from the root branch to determine the next action to be executed:

DecisionTree.lua:

require "Action"

DecisionTree = {};

function DecisionTree.SetBranch(self, branch)
    self.branch_ = branch;
end

function DecisionTree.Update(self, deltaTimeInMillis)
    -- Skip execution if the tree...
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