This article was published for AiGameDev.com PREMIUM members, available by subscription. You can join here in a minute or less. If you're already a member, log-in from the top right menu.

Premium Teaser
blueprint_01

AI Blueprints for Action & Combat Behavior Trees

Alex J. Champandard on May 27, 2009

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.