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Behavior Trees for Next-Gen Game AI (Video, Part 3)

Alex J. Champandard
December 20, 2007

Here’s the 3rd and final of my lecture at the GDC in Lyon a few weeks ago. Be sure to view the overview of behavior trees in part 1, as well as the following discussion of goal architectures and planning in part 2. This video is exactly 15:03 minutes long, and is worth roughly 5.5 Mb of bandwidth!






In the video, I discuss how to use parallel tasks which handle logical forks and joins to create concurrent subtrees. Then I show how you can use read-only concurrency to monitor the assumptions of a tree which can help it bail out if something goes wrong. Also, I explain how decorators can be used as resource allocators to help synchronize independent trees that were edited modularly. Finally, I sum up the whole talk and give you some ideas for expansion.


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