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I you look closely you will see that BT is state machine. Difference is transition rules fused with tasks and transitions go to next branch. That simplification of transitions sacrifice flexibility for better readability.
Ответитьwhat do you think will be a good framework for a game like domino ?
ОтветитьWhich one does GTA or Elden ring use? Anyone know?
ОтветитьThis is a great video with a really good overview of the different AI behavior models. It has enough detail to be very informative on each topic but not so much to be overwhelming with info, love it.
ОтветитьNice video! I did not know about GOAP. Your video is missing talking about of logical / planning languages such Prolog and PDDL to have a full analysis :)
ОтветитьThis is awesome, right before I want to start with enemies :)
Btw. do you mind doing something like this for Player Controllers as well?
I'm currently struggling combining my movement, camera and weapon scripts, which are based off of (hierarchical) state machines and how they communicate with another.
Like how my movement influences the camera and if I should be able to shoot while sliding.
Still can't find a good solution and am now working with observer based patterns to send signals between those objects.
Behaviour Designer tutorial series please?
Ответитьif you want a video subject I think it could be interesting to do a series on the development of a hearthstone-style combat card system
ОтветитьI prefer the goap like structure. I have pseudo coded a structure similar to a goap-like structure for my simulation games and I think those kinds of structures make the most sense for complex behaviors. I just didn't realize the structure had a name. lol. Now it will be easier to find how others have implemented it. Thanks for the exposure to all this info!
ОтветитьI also like the Free Behaviour tree runner made by The kiwi coder, a mate developper on unity.
got some bugs, but does the job, higly customizable.
Don't underestimate the "Any" state as it can make your spiderweb look more like a tree, and avoid n² 😅
ОтветитьBehaviour Designer (asset shown on video) is on sale right now btw.
ОтветитьThank You for making this video 💯👍🏻.
So far I've been using my own solution based on FSM with some additions to address some special use cases, but I want to expand those functionalities, so I really have to choose a more developed, existing solution.
So I will rewatch your video in the future as I will have to choose an A.I. Framework for a Game with enemies and bosses functioning under a "more interesting" A.I. Behaviour.
It's very good to be able to count on you as a teacher for these "cool things" related to Unity, Game Dev, A.I., etc 😄
I can always count on your channel for learning something new or even just clarifying some general concepts, even after years of gamedev.
ОтветитьWish I could give more, keep up the great work!
ОтветитьGreat breakdown! This GOAP github repository seems interesting. A long time ago I saw a video about GOAP and that F.E.A.R. used it (a game released in 2005) and it did a good job at make the player believe the enemies behave intelligently. I haven't implemented anything like that myself yet, but if I ever had a more complex AI use case, I'd definitely try it out.
For pure state machines: When using the Unity Animator for it, it would also be possible to directly trigger state transitions or changes through code without having to setup transitions in the Animation Controller. Either through animator.Play(..) or animator.CrossFade(..).
underrated af
Ответитьvery good! Relevant content.
ОтветитьThanks for mentioning my project! Means a lot ❤
ОтветитьGreat video. Any thoughts on Utility AI or a GOAP/Utility hybrid?
ОтветитьI am using a combination of hierarchical state machines and behavior trees for my XCOM-style prototype. Basically I run a different tree in every state. I coded both (borrowing A LOT from existing literature), so no fancy UI, all in code, but still quite modular and I am very happy with the result. I recommend looking into this sinergy. Hierarchical SMs can really address a lot of the scalability problems of FSMs.
ОтветитьI would like to see some tutorials on trees or goap, in terms of some action or strategy game
ОтветитьGreat video. Have always been wondering about the different AI Behaviour Framework.
Curious to know how other games does their AI
I feel like goal oriented is simply an abstraction of AI.
ОтветитьAI Tree is pretty good, much close to unreals behavior trees. Behavior designer starts getting very cumbersome to work with after having a couple of deep branches. Also EQS is a really important point in that one, because without EQS, you need a lot of leg work on AI positioning.
Ответитьsir how can we create advanced AI like souls game like sekiro dark soul please please
Ответитьi'm new to making games in unity
right now i'm using a mix between scripts to checks for conditions and animator state machine to perform them.
enemy ai always trigger my procrastinator within ;D
now i'm gonna take a look at behaviour trees
a bit overkill on the red paint there.
ОтветитьVery good explanation. Can you make a tutorial on G.O.A.P?
Ответитьfluid behavior tree and its free ;-)
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