Action


VisAI uses a unique behaviour structure called The Behaviour Foundation. You'll design your AI with Behaviours, Goals, Plans, and Actions. B/G/P is the structure of your AI, Actions tell the AI what to do in specific situations.

Behaviour

A Behaviour is a set of Goals. This determines the AI's overall behaviour, hence the name. When designing Behaviour, think of what the AI does.

Goal

A Goal is a set of Plans. A goal is the driving force of the AI. When designing Goals, think of what the AI would want.

Plan

A Plan is a set of Actions. Plans are how the AI *plans* to complete a specific goal, hence the name. When thinking of plans, think of how the AI could get what it wants.

Action

An Action is the specific logic that tells the AI what to do. It comes in the form of modular Behaviour Tree Tasks. When thinking of actions, think of the steps an AI would take to complete it's plan.

Example: B/G/P/A

As you can see, this structure allows you to create virtually any type of AI you can imagine. It's also incredibly performance efficient when optimized.


Action Sequence Design Chart

What you see above is the overall layout of an Action Sequence. The Actions within the Sequence depend on the steps it takes to complete the Plan

Example: Action Sequences

Here you can see a sequence of Actions for the Plan "Look for Lost Enemy"
The Actions tell the AI how to complete the plan
The "Search" action creates variety in the plan by using "Percent Chance" to explore.

Unless otherwise stated, the content of this page is licensed under Creative Commons Attribution-ShareAlike 3.0 License