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Controlling Robots with Behavior Trees #8

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gabrielsr opened this issue Sep 5, 2020 · 2 comments
Open

Controlling Robots with Behavior Trees #8

gabrielsr opened this issue Sep 5, 2020 · 2 comments

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@gabrielsr
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gabrielsr commented Sep 5, 2020

As a Simulation creator
I want to assign a behavior tree to a robot
In order to control the robot

A popular way of specifying agents' behavior in games and robotics is 'Behavior Trees'. Would be nice to have a running example of integrating BTs control in our ECS architecture and a wiki page description.

Intro to BTs:
https://outforafight.wordpress.com/2014/07/15/behaviour-behavior-trees-for-ai-dudes-part-1/
https://arxiv.org/pdf/2005.05842.pdf
https://www.researchgate.net/publication/340870872_An_event-driven_behavior_trees_extension_to_facilitate_non-player_multi-agent_coordination_in_video_games

@gabrielsr
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gabrielsr commented Sep 6, 2020

Articles about how to inetgrate ECS and BTs:

https://medium.com/@icex33/entity-component-system-and-game-ai-techniques-f439eb69b5d2
Questions in this article:

  • Should the tree be triggered on every tick?
  • Should we support the running node state and while triggering the tree, it should jump directly to the last running node?
  • Should the nodes operate on a group of entities, or on a single entity?
  • Should we make trees run in parallel for every entity by using tasks?
  • How should the tree be represented (in the editor)?
  • Should the tree nodes have their own parameters / state, or should everything be defined with components and entities?

@gabrielsr
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gabrielsr commented Sep 6, 2020

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