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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