This masterclass ties together all the sessions on design patterns to show you how to build a complete behavior tree for enemy NPCs in action / combat games. You'll learn how to assemble a set of relaxed, suspicious and alert behaviors into three subtrees. At each stage, you'll find out what kinds of decisions should be made, how the tree should be structured, and what you need to do to make sure the whole behavior is responsive to changes in the environment.
AI Blueprints for Action & Combat Behavior Trees
Alex J. Champandard on May 27, 2009
Access the rest of this feature by joining industry experts and other professionals as a PREMIUM member in the leading Game AI training program.