游戏AI - 行为树

Exe*_*sis 3 xna artificial-intelligence behavior-tree

你如何为游戏制作强大的AI /脚本系统?

1)对于所有NPC的/环境/实体,你给他们一个单独的行为树(等patrolBehavior,allyBehavior,vendorBehavior,doorBehavior)?如果屏幕上有500个单元,我应该在树上进行完整传递(从root - > node/action)还是应该对所有单元进行单节点进度?

2)我在update()函数中做了AI逻辑......但我听说有些游戏有自己独立的AI线程,有什么想法吗?

3)我想知道如何将我的游戏分成几个部分/章节......我是否使用一个简单的变量(EVENT ="Mission 3")来表示玩家的表现如何,并使其全部呈线性?然后利用上面树上的变量?

Ell*_*ood 6

我会尽力回答你的问题.

  1. 我在静态类中执行所有分支逻辑和行为树,例如:

     public static class Behavior
    {
        //Branch
        public static Action Selector(Func<bool> cond, Action ifTrue, Action ifFalse) {
            return () => { if (cond()) { ifTrue(); } else { ifFalse(); } };
            }
        public static Action Sequencer(Action a, Action b) {
              return () => { a(); b(); }
            }
    
        //Example trees
        public static Func<bool> ifPlayerIsInSight = () => { return true; /*...true iff WorldState shows guard can see player...*/};
    
        public static Action shootAtPlayer = () => { /*...aim guard's weapon at player and fire...*/ };
    
        public static Func<bool> ifUnderFire = () => { return true; /*...true iff WorldState shows guard hears player gunfire...*/};
    
        public static Action takeCover = () => { /*...guard runs for nearest shelter... */};
    
        public static Action walkBackAndForthGuardingDoorway = () => { /*...default guard patrol behaviour...*/ };
    
        public static Action patrollingGuardBehaviour =
          Selector(Behavior.ifPlayerIsInSight, Behavior.shootAtPlayer,
            Selector(Behavior.ifUnderFire, Behavior.takeCover,
              Behavior.walkBackAndForthGuardingDoorway));
    }
    
    Run Code Online (Sandbox Code Playgroud)
    1. 在LateUpdate()或last中执行此操作,因此它不会滞后主循环.

    2. 它是由你决定.您可以在每个行为树中实现"状态",或者将其拆分并管理在哪个时间使用.