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Core 01 Introduction
Well, here is not the best source to discover that! We assume that you already know what BTs are to use Behavior3JS, but if don't, just follow these links and you will be good:
- An Introduction to Behavior Trees (part 1)
- An Introduction to Behavior Trees (part 2)
- An Introduction to Behavior Trees (part 3)
- Implementing a Behavior Tree (part 1) - Is a preview for this library.
- Implementing a Behavior Tree (part 2)
- Behavior Trees for AI - How They Work
- Second Generation Behavior Trees
- Behavior Trees Overview
Behavior3JS is a Behavior Tree library written in JavaScript. It provides structures and algorithms that assist you in the task of creating intelligent agents for your game or application. Check it out some features of Behavior3JS:
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Based on the work of (Marzinotto et al., 2014), in which they propose a formal, consistent and general definition of Behavior Trees;
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Optimized to control multiple agents: you can use a single behavior tree instance to handle hundreds of agents;
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It was designed to load and save trees in a JSON format, in order to use, edit and test it in multiple environments, tools and languages;
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A cool visual editor which you can access online;
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Several composite, decorator and action nodes available within the library. You still can define your own nodes, including composites and decorators;
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Completely free, the core module and the visual editor are all published under the MIT License, which means that you can use them for your open source and commercial projects;
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Lightweight, only 11.5KB!
Visit http://behavior3js.guineashots.com to know more!
This library include the following core structures...
- BehaviorTree: the structure that represents a Behavior Tree;
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Blackboard: represents a "memory" in an agent and is required to to
run a
BehaviorTree
; - Composite: base class for all composite nodes;
- Decorator: base class for all decorator nodes;
- Action: base class for all action nodes;
- Condition: base class for all condition nodes;
- Tick: used as container and tracking object through the tree during the tick signal;
- BaseNode: the base class that provide all common node features;
Composite Nodes:
- Sequence;
- Priority;
- MemSequence;
- MemPriority;
Decorators:
- Inverter;
- Limiter
- MaxTime;
- Repeater;
- RepeaterUntilFailure;
- RepeaterUntilSuccess;
Actions:
- Succeeder;
- Failer;
- Error;
- Runner;
- Wait.
Pages:
Core Guide:
- [01. Introduction](Core 01 Introduction)
- [02. Downloading and Setting Up](Core 02 Downloading and Setting Up)
- [03. General Guidelines](Core 03 General Guidelines)
- [04. Creating Custom Nodes](Core 04 Creating Custom Nodes)
- [05. Creating and Using Trees](Core 05 Creating and Using Trees)
Editor Guide:
- [01. Interface](Editor 01 Interface)
- [02. Adding and Connecting](Editor 02 Adding and Connecting)
- [03. Selecting and Moving](Editor 03 Selecting and Moving)
- [04. Node Properties](Editor 04 Node Properties)
- [05. Custom Nodes](Editor 05 Custom Nodes)
- [06. Importing and Exporting using JSON](Editor 06 Importing and Exporting using JSON)