What are some ways of making manageable complex AI?

Posted by Tetrad on Game Development See other posts from Game Development or by Tetrad
Published on 2010-07-14T20:59:32Z Indexed on 2011/11/17 2:05 UTC
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In the past I've used simple systems like finite state machines (FSMs) or hierarchical FSMs to control AI behavior. For any complex system, this pattern falls apart very quickly.

I've heard about behavior trees and it seems like that's the next obvious step, but haven't seen a working implementation or really tried going down that route yet.

Are there any other patterns to making manageable yet complex AI behaviors?

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