Sumários

Behaviour trees in games

22 Abril 2022, 16:30 Luis Manuel Ferreira Fernandes Moniz

The objective of this project is to study the application of a behaviour tree to control the steering and acceleration of a vehicle.

  1. Draw the behaviour tree to control the car (complete the BT in the slides).
  2. Use the  CarsBT.zip  example as a base to implement your behaviour tree.
  3. Add a new sensor to detect the other car in a 100 point range (bullets max distance).
  4. Add a behaviour branch to eliminate the opponent.


Behaviour trees in games

22 Abril 2022, 15:00 Luis Manuel Ferreira Fernandes Moniz

The objective of this project is to study the application of a behaviour tree to control the steering and acceleration of a vehicle.

  1. Draw the behaviour tree to control the car (complete the BT in the slides).
  2. Use the  CarsBT.zip  example as a base to implement your behaviour tree.
  3. Add a new sensor to detect the other car in a 100 point range (bullets max distance).
  4. Add a behaviour branch to eliminate the opponent.


Architectures and Behaviours

22 Abril 2022, 13:00 Luis Manuel Ferreira Fernandes Moniz

Decision trees; Finite state machines; Behavior Trees; Goal-oriented behaviors; Rules-based behaviors; Fuzzy architectures; Modeling with scripting languages; Tactical Analysis and Group Behaviors


Behaviour trees in games

8 Abril 2022, 16:30 Luis Manuel Ferreira Fernandes Moniz

The objective of this project is to study the application of a behaviour tree to control the steering and acceleration of a vehicle.

  1. Draw the behaviour tree to control the car (complete the BT in the slides).
  2. Use the  CarsBT.zip  example as a base to implement your behaviour tree.
  3. Add a new sensor to detect the other car in a 100 point range (bullets max distance).
  4. Add a behaviour branch to eliminate the opponent.


Behaviour trees in games

8 Abril 2022, 15:00 Luis Manuel Ferreira Fernandes Moniz

The objective of this project is to study the application of a behaviour tree to control the steering and acceleration of a vehicle.

  1. Draw the behaviour tree to control the car (complete the BT in the slides).
  2. Use the  CarsBT.zip  example as a base to implement your behaviour tree.
  3. Add a new sensor to detect the other car in a 100 point range (bullets max distance).
  4. Add a behaviour branch to eliminate the opponent.