In this Unity project, a day in the life of a fisherman is recreated by an NPC, which is controlled by a data structure called a behavior tree.
The behaviour tree instance controlling this NPC has a structure like the diagram below.
This second diagram below is a more accurate representation of the behavior tree instance, and is a direct reproduction of the program. The purple triangle means that there is a waiting period, and after a certain waiting period, a success or failure decision is made with a certain probability.
- AI decision making with Behaviour Trees
Keyboard:
- Numeric key 1: set game speed 1x (neutral)
- Numeric key 3: set game speed 3x
- Numeric key 5: set game speed 5x
Mouse:
- Left click on "Clear Fish" button to clear all fish
- Kaede Takahashi