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How does videogame AI make its decisions? (FSM, Behaviour Trees, BDI, GOAP) | Bitwise

DigiDigger 13,462 2 years ago
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Keep exploring at http://brilliant.org/DigiDigger/. Get started for free, and hurry—the first 200 people get 20% off an annual premium subscription. This video was sponsored by Brilliant. You can watch part 1 here: https://youtu.be/TwblsSL3-js How does the Artificial Intelligence (AI) work in video games? In part 2 of this video we will show how we combine basic building blocks into more complex behaviour and how AI makes its decisions. I will explain Finite State Machines (FSM), Behaviour Trees, Beliefs Desires Inentions model (BDI) and Goal Oriented Action Planning (GOAP) which was used extensively in FEAR. Timestamps 0:00 Intro 1:05 How do Finite State Machines (FSM) work? 3:10 How do Behaviour Trees work? 5:30 How does the Beliefs Desires Intentions model (BDI) work? 9:13 how does GOAP work? 12:22 Conclusion My patreon: https://www.patreon.com/digidigger Music in in outro: Besus y Abrazor - Rolemusic: https://freemusicarchive.org/music/Rolemusic available under a Creative Commons Attribution license https://creativecommons.org/licenses/by/4.0/ References https://en.wikipedia.org/wiki/Belief%E2%80%93desire%E2%80%93intention_software_model https://learn.microsoft.com/en-us/archive/msdn-magazine/2019/january/machine-learning-leveraging-the-beliefs-desires-intentions-agent-architecture https://www.youtube.com/watch?v=PaOLBOuyswI https://www.youtube.com/watch?v=nEnNtiumgII https://www.youtube.com/watch?v=tdBWk2OVCWc https://www.ai.rug.nl/gwenniger/Finished_Projects/GOAP-Report.pdf

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