NEW BLOG POST

You weren't doing anything on a Friday afternoon were you?

Here's 4 thousand words about the new and improved Chronicles behavior planning and how I leveraged reinforcement learning techniques used by Chess and Go algorithms to make my baddies smart and efficient. Enjoy!

https://blog.brianna.town/the-bigger-better-chronicles-npc-behavior-system

#gamedev #indiedev #blog

The Bigger Better Chronicles NPC Behavior System

I wrote about Chronicles` action system ~sigh~ over three years ago and over the intervening horrors of modern existence it has grown int...

The Ebonheim Chronicle

@britown thanks, that was a great read - using MCTS to coordinate multiple enemy AIs is quite a novel approach!

A couple of questions. Do you do anything to simulate the player's move after each step? And how do you 'score' moves like 'block the exit'?

@bbbscarter I'm glad it was coherent! NPCs treat the player as doing nothing on their turn which is great when they go first and less reliable if they go after, but the player has the automatic into the breach advantage of seeing everyone's planned turn before deciding what to do.

The simulation does take into account end of turn tick down and recovery for the look ahead though, they'll see the damage of standing in fire or understand that recovering stamina for a turn allows a good ability

@bbbscarter good eye on the escape path line 😊 I'm currently calculating a "degrees of freedom" or escape score for their targets that attempts to give a value for how many options the player has on their turn for getting away. The theory is I can crank the weight of this for certain enemies to do things like blocking chokepoints or pushing you into corners
@britown ah, very nice, makes sense. Thanks for the explanation!