Go-Bt: Minimalist Behavior Trees for Go
https://github.com/rvitorper/go-bt
#HackerNews #GoBt #Minimalist #BehaviorTrees #Go #Programming #GitHub
Go-Bt: Minimalist Behavior Trees for Go
https://github.com/rvitorper/go-bt
#HackerNews #GoBt #Minimalist #BehaviorTrees #Go #Programming #GitHub
The first ranged enemy is coming along nicely in this #godotengine project! #limboai and #behaviortrees are powerful, but definitely take some learning to get good at.
I think I'm happy with the turning and firing of this monster, and the movement logic seems okay now.
The idle is a bit of a problem. I need seeing the player to break that, and right now it always waits 3 seconds.
AI – Alien: Isolation
Alien: Isolation ist ein Survival-Horror-Game aus dem Jahre 2014. Von einem Entwicklerstudio, das eigentlich vor allem für seine grandiosen Strategietitel, nämlich der Total War-Serie bekannt ist: Creative Assembly. Es ist außerdem ein Spiel, das mit einer ganz besonderen Mechanik im Bereich Künstliche Intelligenz aufwartet, um die Spieler*in ins Schwitzen zu […]
https://blog.stephan-unter.de/ai-alien-isolation/
Meet the marvelous, the mismatched, the perpetually confused. Presenting to you the full cast of the upcoming LimboAI Demo project!
It's time for the... TRAINING MONTAGE! 🎶🤘
LimboAI: Open-source C++ plugin for Godot 4, providing behavior trees and state machines for crafting game AI 🤖💡
https://github.com/limbonaut/limboai
#godotengine #gdextension #gamedev #gameai #limboai #behaviortrees
Revised the Blackboard system in #LimboAI, especially with behavior trees in mind.
Version 1.0-dev3 is out on GitHub and in the Asset Library:
https://github.com/limbonaut/limboai/releases/tag/v1.0-dev3
LimboAI v1.0-dev2 is out now, bringing hot-fixes and improvements. Work towards the 1.0 release is in full swing!
🔧
It's already on the GitHub and coming soon to Asset Library:
https://github.com/limbonaut/limboai/releases/tag/v1.0-dev2
LimboAI is an open-source C++ plugin for Godot 4 that offers a combination of behavior trees and state machines for crafting your game's AI 🤖💡
https://github.com/limbonaut/limboai
#godotengine #godot4 #gdextension #gameai #behaviortrees #limboai
Made some usability improvements for #LimboAI. It will be much easier to bind behavior parameters to blackboard variables.
🔧
LimboAI is an open-source C++ behavior tree module for Godot Engine 4:
https://github.com/limbonaut/limboai
How to use #BehaviorTrees to structure complex #LLM #chatbot interactions?
I started writing a small demonstration example here:
https://github.com/keskival/behavior-trees-for-llm-chatbots
In short, event-driven Behavior Trees are very nice when the complexity of the goal-driven interaction process increases. They are modular and self-documenting. They are a very natural way to structure processes which don't follow a clean state machine or a flow diagram.
You might be able to somehow explain this structure to the bot, give it a purpose-built memory to use to keep track of the status of the event and so on, but that becomes an absolute nightmare to maintain, you don't get a clean diagram out of it, and you can't easily make statistics of how the interactions generally go when deployed to production.
It's also questionable whether the chatbot would be able to keep track of it all, or whether it would start aggregating mistakes as the interaction progresses. It's better to use normal software for things it is good at, that is, keeping track of things, and let chatbots focus on things they are good at.
Behavior Trees mitigate and solve those scalability and maintainability challenges.
If you start coding this sort of a system organically, you would end up with a class hierarchy very analogous to a behavior tree anyhow, but it would be custom-built and you wouldn't get nice automatic diagrams out of it to document it.
Example: Using Behavior Trees for structuring goal-driven LLM chatbot processes - GitHub - keskival/behavior-trees-for-llm-chatbots: Example: Using Behavior Trees for structuring goal-driven LLM ch...