ALEC PATE
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AI

Behavior Tree
  • For this project I figured that utilizing a behavior tree would be the best implementation.
  • I used AIPerception components and Invokers for the detection and movement.
  • The Behavior Tree was being run by Behavior Tree Tasks.
  • The simplification of use with a hierarchy on the graph makes Behavior Trees the best option
Behavior Tree Task
  • I assigned an enum with different states of the AI.
  • As the behavior tree would go through selector options I had a Task that would check distance from the player to decide whether they attack or go into a different task
AI Perception
  • AI Perception is far more powerful than a simple pawn perception in my opinion.
  • The refined control over multiple types of perception and how it sees the precepted actor is really useful.
  • I have noticed issues with establishing this system without being familiar with how it works. But once it is understood. Iteration is very quick
AI Controller
  • I decided to utilize the AI Controller for the AIPerception component and the Invokers.
  • The Perception update would then update the state of the AI to begin the behavior tree decisions.
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  • Home
  • Game Design
    • EternalOrder >
      • Core Mechanics
      • Combat
      • AI
      • Level Design
  • Contact