The Decision-Making System in FINAL FANTASY XV
This page is a summary from chapet 11 from GAME AI PRO 3
A character Decision-Making System for FInal Fantasy XV by Conbining Behavior Trees and State Machines
Basic Wisdom:
Behavior Trees(BT): They are used to make a series of character behaviors.
Finite-State Machines(FSMs): They are used to make a stable cycle of character actions
The algorith to talke about is implemented in the Luminous Studio which is the Square Enix's game engine.
We can mix BT with SMs using a AI Graph.
AI Graphs hel us to:
- make a multilayed decision-making system for each character.
- Mantain scalability, variation, and diversity in character AI design.
AI Graph Structure and Operation Principles:
An AI Graph is a node-based graph system that contains a hierarchical structure.
- It is organized by layers.
- each layer can be a State Machine or a Behavior Tree.
Execution:
- when a node in the State Machine or Behavior Tree contains another layer, it inmmediately executes that next layer.
- execute the previous point until it cannot go to a deeper layer.
- then, it returns to a higher layer after finishing a lowe layer.
- when a state machine's transition happens in an upper layer, the state currently executing lower layers must be finished:
- After all processing of lower layers has finished
- the transition occurs.

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