Abstract

Layered Statechart-based AI shows considerable promise by being a highly modular, reusable, and designer friendly approach to game AI. Here we demonstrate the viability of this approach by replicating the functionality of a full-featured and commercial-scale behaviour tree AI within a non-commercial game framework. As well as demonstrating that layered Statecharts are both usable and amply expressive, our experience highlights the value of several, previously unidentified design considerations, such as sensor patterns, the necessity of subsumption, and the utility of orthogonal regions. These observations point towards simplified, higher-level AI construction techniques that can reduce the complexity of AI design and further enhance reuse.

Talk to us

Join us for a 30 min session where you can share your feedback and ask us any queries you have

Schedule a call

Disclaimer: All third-party content on this website/platform is and will remain the property of their respective owners and is provided on "as is" basis without any warranties, express or implied. Use of third-party content does not indicate any affiliation, sponsorship with or endorsement by them. Any references to third-party content is to identify the corresponding services and shall be considered fair use under The CopyrightLaw.