Pathfinding & decisions · 6 / 10
Behavior Tree
条件と行動を木で組んで敵の判断を作る。
Compare in motion
Interactive model
敵の行動
AReference
状況によらず巡回する
BBehavior Tree100%
複数の判断を木で組める
Scrub to pause and inspect. At 0%, B matches A; at 100%, B shows the effect. The scene repeats every 8 seconds.
Look for: 条件枝を評価 → 追跡へ切り替わる。
This model simplifies the technique to show its use case and effect. Operation counts describe the model; they are not performance measurements.
Read the storyboard
例: 敵の行動
1. Start
標的を探している
2. Change
条件枝を評価
3. Result
追跡へ切り替わる
How it works
1. Input
条件と行動の木
2. Process
枝を評価して実行
3. Result
状況に応じた行動
Further reading
Red Blob Games — A* Introduction ↗A general reference for this subcategory.