Right now i’m starting to plan my enemy ai with behavior trees. But because this is the first time i’m doing this, i would like to have some kind of example as guidance.
What i mean is not a simplified example, but a full fledged enemy ai, idealy from an actual game (more ideally: from the shooter genre).
I googled a while, but couldn find an full developed behavior tree. Do someone maybe have such an example?
Behavior trees aren’t complex and aren’t sophisticated. Tha’ts why you couldn’t find “fully developed tree”.
Here’s an example:
https://docs.unrealengine.com/en-US/Engine/ArtificialIntelligence/BehaviorTrees/BehaviorTreesOverview/index.html
This is pretty much it.
Whatever you can implement as coroutines, you can implement as behavior tree. Each part of the tree represents what you could implement as coroutine.
IIf you still would like to learn more I suppose you could try unreal engine tutorials on them, as they have behavior trees as part of the engine.
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If you can find a bigger image of the AI opponent’s tree for Opsive’s Deathmatch Kit, it has a complete example that does everything a shooter AI needs to do:
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