How can I implement AI decision-making in my C++ game engine?
You can implement AI decision-making using techniques like finite state machines, behavior trees, or utility systems.
What are finite state machines and how do they work?
Finite state machines (FSMs) are models of computation that can be in one of a finite number of states. They transition between states based on inputs or events.
Can you give me an example of a behavior tree?
Sure! A behavior tree consists of nodes that represent tasks. For example, a 'Patrol' node could lead to 'Check for Enemies' and 'Move to Next Point' nodes.
What are the advantages of using utility systems?
Utility systems allow for more dynamic decision-making by evaluating options based on their utility scores, leading to more realistic AI behavior.
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