Re:John Carmack: I’m going to work on artificial general int...
by systemcluster on Thursday November 14, 2019 @05:19AM
(#21534295)
Modern big-budget games incresingly don't use behavior trees and state machines for their AI anymore. This approach has been superseded by technologies like GOAP [1] or HTN [2]. These are computationally very expensive, especially in the constrained computation budget of a real-time game.
While it's true that game AI is often held back by game design decisions, it's not true that technology isn't holding us back in this area as well.
While it's true that game AI is often held back by game design decisions, it's not true that technology isn't holding us back in this area as well.
[1] https://www.youtube.com/watch?v=gm7K68663rA (GDC Talk: Goal-Oriented Action Planning: Ten Years of AI Programming)
[2] https://en.wikipedia.org/wiki/Hierarchical_task_network