Causality
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Hi I’m the producer and lead AI programmer on team Yggdrasil that is currently developing the game Causality.
We have movement! After many days of hard work our “boss” was alive. We had movement using a simple basic implementation an of behaviour tree. Using sequencer nodes that calls the run behaviour in each child node until one returns false then the parent node returns false and the behaviour ends until reset. Our boss could track our player and relentlessly follow him forever. This was not how we wanted our boss movement to work but it was a start and it was a relief to see that I could make this work. That this was not an impossible task but rather a very difficult one instead. A behaviour tree is a node based system that is widely used in AI programming that is structured like a tree with branches that contains more branches and so on. What is so great about this system is that you can create a simple behaviour where say the agent has to move from point A to point B. This behaviour can have a multitude of branching behaviours that solve to moving differently that the system can use if one should fail or the conditions for the agent’s movement changes. Think of it like having a root node with children in it and each child has its own children and so on and so forth and all these are executed from the root node. It ticks the first child that in turn ticks its child behaviour until one fails. |