Why Behavior Architectures?

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11 comments, last by IADaveMark 10 years, 7 months ago

A better analogy would be *writing the entirety of a programming language and a compiler* every time I want to start a new project. By hand. And then debugging the underlying compiler and programming language before I even begin writing applications. And worse, the rest of my software is still all written in machine code.

Then, I've got to write tools for my new language in machine code. I've got to write authoring software. Debuggers. I've got to teach new people on the project my fancy new language. I've got to come up with style conventions. I have to handle corner cases.

Luckily, with high level programming languages, somebody already did that stuff for me decades ago.

Not so for these hand-rolled meta languages.

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Perhaps state machine mechanics, decision trees, etc., should be provided as optional tools, rather than as a framework - er - into which - you must plug.

My team once implemented co-routines (that is, the ability to "Yield" and have processing resume from the same spot next frame- so as to wait, in the middle of a logical flow - for a condition to be met) because we were sure it would make behaviors easier to write. It didn't really. A stone-age switch-statement state-machine was just as clear, and effectively as simple to use.

Although I have to admit, I have occasionally daydreamed about a graphical state machine tool.


Although I have to admit, I have occasionally daydreamed about a graphical state machine tool.

They exist.

Dave Mark - President and Lead Designer of Intrinsic Algorithm LLC
Professional consultant on game AI, mathematical modeling, simulation modeling
Co-founder and 10 year advisor of the GDC AI Summit
Author of the book, Behavioral Mathematics for Game AI
Blogs I write:
IA News - What's happening at IA | IA on AI - AI news and notes | Post-Play'em - Observations on AI of games I play

"Reducing the world to mathematical equations!"

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