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I found it very similar to the State Machine, just with some larger controllers (selectors), etc.
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Apparently allows greater scalability than State Machine, but it sounded very similar.
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The 'Blackboard' (variables and world state) is read by the Tree and also written by the Tree when executing something.
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It is quite deterministic and not emergent.
Games that use it
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Halo 2 up to Halo Infinite (2004 to 2021).
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Destiny 2 (supposedly).
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Gears of War.
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Has an 'AI Director' and an 'Alien AI'. The first stores player information.
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.
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The video is not very useful, I found it so-so.
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The video is a bit poor because it's sponsored.
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Far Cry 3.
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Far Cry Primal.
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Bioshock Infinite.
Explanations and Examples
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"Blackboard":
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Stores world information for the entire Tree.
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AI in Godot using the BeeHave addon .
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{1:14 -> 14:40}
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Explanation of what a Behavior Tree is.
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{8:15 -> 12:12}
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Demonstration of the Behavior Tree in action.
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{17:10}
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Shows debugger visualization of BeeHave nodes, which is pretty neat.
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OOP tips for modular use of 'Behavior Trees' and 'Hybrid between Behavior Tree and Utility AI' .
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There are 3 presentations. All focus on OOP, organization, guidelines, etc.
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The first presentation talks about Behavior Trees.
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Kind of so-so, a bit too introductory.
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The second presentation talks about Utility AI, but used in a hybrid way; it did not captivate me at first glance.
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Interesting to encourage the use of Utility AI, but other presentations focused on this are better.
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The third presentation talks about Behavior Trees.
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This part I found most interesting, for introducing the concept:
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Separate the parts of "Sense", "Plan" and "Act".
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Has good guidelines, very useful.
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It is a very useful video for OOP. Not as useful to me overall, since I already knew many of these things, but it is a good video.
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