What is the architecture of AI in C++ game development?
The architecture typically involves components like decision-making systems, pathfinding algorithms, and behavior trees.
Can you explain how behavior trees work in this context?
Behavior trees are hierarchical structures that define the behavior of AI agents, allowing for modular and reusable designs.
What are some common algorithms used for pathfinding?
Common algorithms include A*, Dijkstra's algorithm, and Breadth-First Search, each with its own strengths and use cases.
How do you integrate these AI components into a game engine?
Integration involves creating interfaces for the AI components to interact with the game engine's systems, like physics and rendering.
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