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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

Blackboards


To easily access and store arbitrary knowledge that agents use, we can implement a well-known data structure called a blackboard. In essence, a blackboard is a centralized place that allows the reading and writing of any arbitrary data that our agent's systems can use. Sources of the blackboard's knowledge can be sent directly to the blackboard, or it can be provided by encapsulated knowledge sources added to the blackboard. For an in-depth overview of blackboard systems, see the paper Blackboard Systems by Daniel Corkill.

Creating a blackboard

Creating a blackboard is relatively simple, as the blackboard can be represented almost entirely by an associated array index by knowledge attribute names. One small caveat to simply storing attributes, though, is the use of knowledge sources that create read-only attributes within the blackboard:

Blackboard.lua:

Blackboard = {};

function Blackboard.new(userData)
    local blackboard = {};
    
    -- The Blackboard's data members.
    blackboard...
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