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Paksas

implementing a decision tree

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Hi DISCLAIMER - I know the subject's been discussed like a million times - I have browsed through this and a number of other forums. But I failed to find an answer to the question that's bugging one hell out of me. I'm trying to make a game. I was trying to put some AI toghether - I started simple using the FSMs. However I soon noticed that I'm plugging common behaviours all over the code - behaviours such as finding a path, or moving, or acting idle etc. Then I came across this article about the DT on AIGameDev.net (http://aigamedev.com/hierarchical-logic/). So I patched together a very simple DT - I used the Composite pattern. Now I don't know - maybe I misread something - but I kinda got the impression that such a tree can cover a great range of behaviors. So for instance I can have a tree that defines an action like this - goToKitchen - drinkWater - eatSandwich - goToRoom Now I want to do them sequentailly - one by one - pacing them in a timely manner, because each of them takes some time to complete. And everything would be great, if it wasn't for a small matter of the Composite executing the whole tree of actions at once :( Could somebody please help me understand how such a tree should be implemented? Many thanks to you all. Paksas

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You may want to have a glance at some of the threads on the forums at AIGameDev.com. You will need to create a user account and post a brief introduction - but then you will be granted access to the forums. You will find a wealth of information there.

Specifically, there are a couple of threads up this alley.

Low level implementation of modular decision tree
Trying to figure out where to start on AI combat behaviours

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Hi

Unfortunately none of the e-mails responds to my question.

The question is: can a decision tree be iterated through one action at a time?

Best regards,
Paksas

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You may want to poke around with Behavior Trees then. Check out AIGameDev for plenty of info on that. (Alex has made them sort of a pet project.)

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