How can I implement advanced AI scripting in my C++ game?
You can start by using behavior trees or finite state machines to manage AI decision-making.
What are behavior trees and how do they work?
Behavior trees are a hierarchical model for AI behavior, allowing for modular and reusable actions.
Can you give me an example of a simple behavior tree?
Sure! A simple behavior tree might include nodes for 'Patrol', 'Chase', and 'Attack', with conditions to switch between them.
How do I integrate this into my existing game engine?
You can create a base class for your AI agents that utilizes the behavior tree structure, then implement it in your game loop.
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