How does AI make decisions in C++ game development?
AI in C++ games often uses algorithms like decision trees, state machines, or behavior trees to make decisions.
Can you explain how a behavior tree works?
Sure! A behavior tree is a hierarchical structure that defines the behavior of an AI agent, allowing for complex decision-making.
What are the advantages of using behavior trees over state machines?
Behavior trees are more modular and easier to manage, allowing for more complex behaviors without the pitfalls of state explosion.
Are there any popular games that use behavior trees?
Yes, many games like "Halo" and "The Last of Us" use behavior trees for their AI to create realistic and adaptive behaviors.
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