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AI: Behaviour trees in Unity: Behave 1.1 released

Discussion in 'Assets and Asset Store' started by AngryAnt, Sep 29, 2010.

  1. Abdou23

    Abdou23

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    What is the difference between Behave Playmaker ?!
     
  2. goat

    goat

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    I can't find any explanation on AIgameDev.com of behavior trees.

    I'd like to see a video of a antagonist and protagonist in action based on Behave 2.0 for example:

    So if each behavior tree were kept separately, various butterflies, various flowers, winds, rains, clouds, sun, moon, ...

    i.e. The a game using the butterfly as the protagonist would be a game were the player tried to lead the butterfly to the 'good life', such as that is for butterflies.

    Then if I make another game using honey bees instead of butterflies I wouldn't need to redo the behavior trees of the flowers, rains, clouds, sun, moon, and could continue to refine the if need be....
     
  3. AngryAnt

    AngryAnt

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    @Abdou23:
    Playmaker is a state machine designer and runtime, heavily integrated into Unity, with a set flow. Behave is a Behaviour Tree designer and runtime, heavily abstracted, allowing for more flexibility, but offering less direct Unity integration.


    @goat:
    Here's a direct link for you: https://aigamedev.com/insider/presentations/behavior-trees/

    With regards to your specific design, I suggest using the search on AIgameDev.com some more, to get some design inspiration from one of the countless behaviour tree articles and videos there.

    Behave provides a nice programming language and IDE. It does not teach you how to be a good AI developer - aside from a chapter on design patterns in the documentation.
     
  4. goat

    goat

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    Oh, I see, it wants me to sign up at AIGameDev.com. Thanks.

    Well no example or similar tact can teach anyone how to be a good programmer, AI or otherwise. A good example does speed the learning process and illustrate a level of capability of the behavioral tree implementation though.

    Will Behave 2 have a good AI design example implemented for learning technical inspiration? Those examples on AIGameDev.com may or may not be using Behave 2.x.
     
  5. AngryAnt

    AngryAnt

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    I reference the AIgameDev.com articles often since the way behaviour trees are "implemented" there and in Behave is pretty much the same - thus you can more or less cary lessons from there straight over.

    As mentioned, the Behave documentation has a section on good design patterns and comes with a simple runtime example project. Neither will teach you how to do good AI - only how to do a good Behave implementation of your good AI.

    Edit: Note that although the site asks you to sign up, that particular resources and many more are available for free accounts.
     
  6. goat

    goat

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    Thanks, I'm going to give designing one of these things with 1.4 a try and then upgrade.
     
  7. AngryAnt

    AngryAnt

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    Do note that the 1.x decorator implementation is absolutely ridiculously stupid. A mistake which was corrected in 2.0.
     
  8. AngryAnt

    AngryAnt

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