Can you explain how behavior trees are used in C++ for game AI?
Behavior trees are a hierarchical model used to control AI behavior in games. They consist of nodes that represent tasks, conditions, and control flow.
What are the advantages of using behavior trees over finite state machines?
Behavior trees offer better modularity and reusability, making it easier to manage complex behaviors compared to finite state machines.
Can you give me an example of a simple behavior tree?
Sure! A simple behavior tree might include a root node that checks if the player is nearby, and if true, it executes a 'chase' task.
How do I implement a behavior tree in C++?
To implement a behavior tree in C++, you can create classes for different node types and manage their execution in a game loop.
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