Search icon
Arrow left icon
All Products
Best Sellers
New Releases
Books
Videos
Audiobooks
Learning Hub
Newsletters
Free Learning
Arrow right icon
Unity 2017 Game AI Programming - Third Edition - Third Edition

You're reading from  Unity 2017 Game AI Programming - Third Edition - Third Edition

Product type Book
Published in Jan 2018
Publisher Packt
ISBN-13 9781788477901
Pages 254 pages
Edition 3rd Edition
Languages

Table of Contents (10) Chapters

Preface 1. The Basics of AI in Games 2. Finite State Machines and You 3. Implementing Sensors 4. Finding Your Way 5. Flocks and Crowds 6. Behavior Trees 7. Using Fuzzy Logic to Make Your AI Seem Alive 8. How It All Comes Together 9. Other Books You May Enjoy

Learning the basics of behavior trees

Behavior trees got their name from their hierarchical, branching system of nodes with a common parent, known as the root. As you've surely learned by now from reading this book, behavior trees too mimic the real thing they are named after—in this case, trees and their branching structure. If we were to visualize a behavior tree, it would look something like the following figure:

A basic tree structure

Of course, behavior trees can be made up of any number of nodes and child nodes. The nodes at the very end of the hierarchy are referred to as leaf nodes, just like a tree. Nodes can represent behaviors or tests. Unlike state machines, which rely on transition rules to traverse through them, a BT's flow is defined strictly by each node's order within the larger hierarchy. A BT begins evaluating from the top of the tree...

lock icon The rest of the chapter is locked
Register for a free Packt account to unlock a world of extra content!
A free Packt account unlocks extra newsletters, articles, discounted offers, and much more. Start advancing your knowledge today.
Unlock this book and the full library FREE for 7 days
Get unlimited access to 7000+ expert-authored eBooks and videos courses covering every tech area you can think of
Renews at $15.99/month. Cancel anytime}