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Behavior Trees for Next-Gen Game AI (Video, Part 2)

Alex J. Champandard
December 16, 2007

Here is part 2 of my lecture at the GDC in Lyon two weeks ago. Be sure to view the overview of behavior trees in part 1 first if you haven’t already. This video is exactly 21:48 minutes long, and is worth roughly 7.9 Mb of bandwidth!






In the video, I go over the process of making behavior trees easy to edit by using modular building blocks like decorators and filters. I also discuss the process of setting up a goal architecture with the behavior tree using a lookup table, and how you can both automate the process of assembling large trees — yet still get full control over the behaviors. Finally, I provide tips to deal with reactive planning in practice to make the most of the simple implementation of behavior trees.

This video is better quality than the previous video as I’ve got a bit more comfortable with the tools! (Note: Use Firefox if you have problems with other browsers.) The third and final part will be posted next Sunday… Be sure to subscribe to be notified when it’s released.


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