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I started to see other Behavior Topologies form working with B.R.A.I.N.S. in Kismet. I now refer to Behavioral Trees as Behavioral Network Topology (BNTs) Tree Topology. BNTs are only particular to how the Kismet activation mechanism works, which in itself is operates like a system of simple synapses. I believe BNTs are suitable for a variety of applications, as they can scale upwards or downwards with relative ease, both functionally and visually. For reference, I consider Friend/Enemy Bot AI in the middle-of-the-scale application of BNTs. A low scale application of BNTs could be using them to manage Weapon behaviors and other Interactive Entities that can make use of traditional FSM. A large scale application of BNTs could be the application of Behavior Networks to manage Procedural Level Construction and Dynamic Quest Behavior (Quest Branching). |
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