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