Oh dear,
the BehaviorTree article asked for some additional (coding) explanation. Normally
I avoid code snippets as much as possible, for various reasons. First of all, it
usually doesn't make a fun-article for non-programmers to begin with. We're
here to fool around a bit, not to teach people :) And second, I'm not so sure
if I'm a good teacher anyway. When it comes to programming, I know a bit about
everything, in a lot of languages. But I
don't have a true expertise. And certainly not in the BehaviorTree or
A.I.-in-general area. Coding articles are inherently followed by wise guys
asking why I'm not
doing X, that I shouldn’t be doing Y, claiming Z is better, and telling I'm a
douchebag.
Another
reason is the size of the article. Even though my BehaviorTree code is still
minimal -and I tend to keep all my code as small as possible (don't forget I'm
doing this in my spare time)- it already covers about 3200 lines. Way too much
for an article. Sure you don't have to see every bit to get a good
understanding, but I find it difficult to make a compact comprehensible, yet
"complete-enough" tutorial. Write too much and nobody will read and understand.
Make it too short and people still know nothing. And of course there
is the lazy type of programmer who just wants a download link with plug &
play *working* code.
Last,
writing coding articles is boring. For me at least. But ok ok ok. Here we go.
Don't say I didn't warn you! And in case you missed it, it's Delphi/Pascal code, plus
its written for Engine22 so mind the names and quirks here and there.
Oh, and one more reason - Syntax Highlighting never works properly for me on Blogspot. Managed to get it a few times, but each time they change something so the chain snaps again. If you're not seeing highlighting below, I'm trying to fix it.
Oh, and one more reason - Syntax Highlighting never works properly for me on Blogspot. Managed to get it a few times, but each time they change something so the chain snaps again. If you're not seeing highlighting below, I'm trying to fix it.
- Short refresh about BT's
- Base Nodes - base code used for all nodes
- Composite Nodes
- Decorator Nodes
- Condition Nodes
- Action Nodes
- Ticks - "Looping"
- Blackboard - Custom memory storage container for trees
- Loading a Tree
- Registrating Node classes
1. Brain Refresh
Before
starting, really read the first article again (and those others I linked to) to
get a global understanding what a BT does. Grasp the "node" concept (composites, decorators, conditions, actions). But since those nodes
are the core of everything, I'll repeat the four main types once again. A BT is
made of nodes, which come in the following main flavours:
1. Composites
"Flow regulator"
nodes. They execute one or (usually) more child-nodes. This can be performed in a certain
order (a "Sequence") or randomly. It can be done conditional, meaning it stops as soon a
child-node FAILED or is still RUNNING. Or it just executes them all regardless.
2. Conditions
A check on something, returning
SUCCESS or FAIL. Is it 12 o clock? Does player have the Blue-Key in his inventory? Are
we within 5 meters from our target? Did we get hit by a flamethrower?
3. Actions
Stuff that actually does something in your game/program/robot. Pick a target, move to X, rotate, animate, play sounds,
give 10% health, perform a karate kick, et cetera.
4. Decorators
A couple of handy logic blocks
that can be placed in front of Composites or Conditions to invert, delay or manipulate
their results in some way. "NOT" Player-is-Cool.
And as told,
nodes can return one of these three states:
- SUCCESS - Condition met or Action completed. Onto the next thing.
- FAIL - Condition not met, Action cannot complete.
- RUNNING - Task not done yet / pending. Still moving towards X, pie needs to be 10 more minutes in the oven.
Plus, for
debugging purposes, you could add an ERROR
result, for nodes that couldn't get executed because you gave them wrong
parameters or something, or the code within raised an exception. Shouldn't
happen, but it does happen when you develop things. Can help tracing faults.
It's up
to us to implement these four types of nodes, and then to override them with
our own stuff, because obviously, Conditions and Actions are very different for
each application. Welding robots have rotate, coordinate, and well, welding actions,
while a boxing games is more in terms of dodging and beating the shit out of
that single opponent.
Right,
got the basics? If not, go back to start and do not receive 20.000$. In
Engine22, this is my basic file lay-out,
for now:
* E22_AI.BehaviorTrees.pas
***
E22_AI.BehaviorTrees.Blackboard.pas
***
E22_AI.BehaviorTrees.Nodes.pas
*****
E22_AI.BehaviorTrees.Nodes.Composites.pas
*****
E22_AI.BehaviorTrees.Nodes.Decorators.pas
*****
E22_AI.BehaviorTrees.Nodes.Conditions.pas
*****
E22_AI.BehaviorTrees.Nodes.Actions.pas
Since
there will be a LOT of Conditions and Actions mainly, those files may branch
further probably.
You
could split into movement, combat, idle behaviour, et cetera. As for the "Blackboard",
that's not a pirate name but a memory storage container we can use for our
tree(s) to read/write custom data to. But let's begin coding them pesky nodes
then.
2. Them pesky nodes – BASE NODE
Delphi being
OOP, we should start with an abstract "base-node" that can be used by all other nodes that will follow. Here, bang, Turbo Pascal time:
eAI_BT_BaseNode = class private isOpen : eBool; // Node has been evaluated this tick, or in a previous tick & still running // Information nodeTitle : aString32; // Custom title nodeDescription : aString128; // Custom description, by artist nodeCoords : eVec2; // X Y, for editor views nodeGUID : aString48; // Unique ID public parentNode : eAI_BT_BaseNode; // Decorator or Composite node that links to us procedure initialize( parentNode : eAI_BT_BaseNode ); virtual; // Set initial vars and such destructor destroy(); virtual; // Execution function _execute( tick : peAI_BT_TickInfo ) : eAI_BT_Result; procedure enter( tick : peAI_BT_TickInfo ); virtual; // called every time a node is executed procedure open( tick : peAI_BT_TickInfo ); virtual; // called only when the node is opened (when a node returns RUNNING, it will keep opened until it returns other value or the tree forces the closing); function tick( tick : peAI_BT_TickInfo ) : eAI_BT_Result; virtual; procedure close( tick : peAI_BT_TickInfo ); virtual; // called when a node return SUCCESS, FAILURE or ERROR, or when the tree forces the node to close; procedure exitNode( tick : peAI_BT_TickInfo ); virtual; // called every time at the end of the node execution. // Editing function getTitle() : uString; procedure settitle( const title : uString ); function getGUID() : uString; procedure setGUID( const GUID : uString ); function GUIDequals( GUID : uString ) : eBool; function getDescription() : uString; procedure setDescription( const desc : uString ); function getCoords() : eVec2; procedure setCoords( const x,y : eFloat ); overload; procedure setCoords( const v : eVec2 ); overload; // Child management procedure addChild( node : eAI_BT_BaseNode ); virtual; procedure removeChild( node : eAI_BT_BaseNode ); virtual; function getChildrenCount() : eInt; virtual; function getChild( const index : eInt ) : eAI_BT_BaseNode; virtual; // Property management function getPropertyCount() : eInt; virtual; function getProperty( const index : eInt ) : eAI_BT_NodeProperty; virtual; procedure setProperty( const index : eInt; const value : uString ); overload; virtual; procedure setProperty( propName : uString; const value : uString ); overload; virtual; procedure copyFrom( otherNode : eAI_BT_BaseNode ); // Copy props from another node // Visualizer (editor) procedure draw(); virtual; end; // eAI_BT_BaseNode
I hope
this header-code is somewhat self-explanatory. Plus you can forget about 75%,
as most methods are for (future)editing purpose. If you use an external editor,
you don’t have to define coordinates, descriptions or drawing functions. More
important are the Execute, Open, Tick, and Close functions:
·
Tick This runs the
actual node evaluation code.
·
Open Called when the node is called for
the first time since closed last time
·
Close Called when the node is “done”
(SUCCEEDED or FAILED, not RUNNING)
·
_execute Calls all the enter/open/tick/close/exit
functions in the right order
function eAI_BT_BaseNode._execute( tick : peAI_BT_TickInfo ) : eAI_BT_Result; var status : eAI_BT_Result; listIndex : eInt; begin // Add to "Entered" list tick.evaluatedNodeCnt := tick.evaluatedNodeCnt + 1; listIndex := tick.openedNodes.count; tick.openedNodes.Add( self ); // Keep track of the evaluated nodes. // Can be intreesting for debugging, visualizing, // or optimizing later on. // Open self.enter( tick ); if not ( self.isOpen ) then begin self.isOpen := true; self.open( tick ); // not opened before end; // Execute logic status := self.tick( tick ); // Close if ( status <> eAI_BT_RUNNING ) then begin self.close( tick ); // Remove ourselves & children nodes while ( tick.openedNodes.count > listIndex ) do begin eAI_BT_BaseNode( tick.openedNodes[tick.openedNodes.count-1] ).isOpen := false; tick.openedNodes.Delete( tick.openedNodes.count-1 ); end; end; self.exitNode( tick ); result := status; // Report our result to our parent node end; // _execute
Note
that this “execute” function is potentially called every cycle, for every node
(in the worst case). Games or Realtime robotic applications tend to cycle
through their program many times per second, evaluating their logic.
BehaviorTrees refer to this as “ticks”. More about that later.
2.2 Custom Node Properties
The
nodes that we’ll make later, will mainly override the Tick and Open functions,
doing your magic. Also not unimportant, are the “Property” functions. In many
cases you want to feed your Actions or Conditions with some background info. A
“setTarget” action also wants to know “WHAT TARGET?!”. The player? The closest
foe? The toilet bowl? And a “check clock” function should know what time to
check in terms of hours and minutes. Each node has a fixed number of
properties, each with a name, type (int, bool, float, string,
vector(coordinate)), unit and default value. When loading trees from files
later on, those names are important for matching. Other info is mainly
interesting if you plan to make your own editor.
eAI_BT_NodePropertyType = ( eAI_BT_PropBOOL = 0, eAI_BT_PropINT = 1, eAI_BT_PropFLOAT = 2, eAI_BT_PropVEC3 = 3, eAI_BT_PropVEC4 = 4, eAI_BT_PropCOL3 = 5, eAI_BT_PropCOL4 = 6, eAI_BT_PropSTRING = 7, eAI_BT_PropENTITY = 8, eAI_BT_PropSOUND = 9 ); eAI_BT_NodeProperty = record idName : aString16; value : aString128; defaultValue : aString128; unitName : aString8; propType : eAI_BT_NodePropertyType; procedure make( name : string; value, defaultValue : eInt; const unitName : string ); overload; procedure make( name : string; value, defaultValue : eFloat; const unitName : string ); overload; procedure make( name : string; value, defaultValue : eBool ); overload; procedure make( name : string; value, defaultValue : uString; const typ : eAI_BT_NodePropertyType ); overload; procedure make( name : string; value, defaultValue : eVec3 ); overload; procedure make( name : string; value : eES_EntityID ); overload; end; // eAI_BT_NodeProperty
3. Composite Nodes
So far,
abstract meaningless code. Let’s override that abstract node and turn it into a
real node we could use, starting with composites. There aren’t many types of
composites, and although you are completely free in giving them names and
logic, you should try to follow the standard types of composites. Some very
common ones are:
·
(Memorized)
Sequence
Loop through children, until one returns
SUCCESS or FAIL (abort the sequence). If it’s a memorized sequence, resume the
child-node we evaluated previous tick.
·
Priority
or Selector
Basically the IF THEN ELSE. Stop looping though
the children as soon as one returns SUCCESS or RUNNING.
·
Parallel
Executes all children, regardless their
outcome. Eventually return SUCCESS if more than X children succeeded.
And then
there is the START or ENTRY node. Which doesn’t do shit, but connected to a
single child. This where the tree starts. Keep in mind a Tree could execute sub-trees,
starting at their entry points (and eventually returning an overall result as
well).
Probably
you will be using Sequence to begin with. We can code them as follow:
eAI_BT_NodeComposite = class( eAI_BT_BaseNode ) public children : TList; procedure initialize( parentNode : eAI_BT_BaseNode ); override; destructor destroy(); override; procedure addChild( node : eAI_BT_BaseNode ); override; procedure removeChild( node : eAI_BT_BaseNode ); override; function getChildrenCount() : eInt; override; function getChild( const index : eInt ) : eAI_BT_BaseNode; override; end; // eAI_BT_NodeSequence // Execute all children until one NOT returns SUCCESS // Return SCCUESS if all childen succeeded, FAIL if any of the children FAILED eAI_BT_NodeSequence = class( eAI_BT_NodeComposite ) public function tick( tick : peAI_BT_TickInfo ) : eAI_BT_Result; override; end; // eAI_BT_NodeSequence // Same as Sequence, but keep track of the position so earlier succeeded children // won't be re-executed until the parent node was closed. // Return SCCUESS if the last child succeeded, FAIL if any of the children FAILED eAI_BT_NodeMemSeq = class( eAI_BT_NodeComposite ) private runningChildIndex : eInt; public procedure open( tick : peAI_BT_TickInfo ); override; function tick( tick : peAI_BT_TickInfo ) : eAI_BT_Result; override; end; // eAI_BT_NodeMemSeq
{ eAI_BT_NodeSequence } function eAI_BT_NodeSequence.tick(tick: peAI_BT_TickInfo): eAI_BT_Result; var i : eInt; begin // Loop through children until one FAILED or RUNS for i:=0 to self.children.count-1 do begin result := eAI_BT_BaseNode( self.children[i] )._execute( tick ); if ( result <> eAI_BT_SUCCESS ) then exit; // FAIL or RUN end; result := eAI_BT_SUCCESS; // All children executed with SUCCESS end; // tick { eAI_BT_NodeMemSeq } procedure eAI_BT_NodeMemSeq.open( tick : peAI_BT_TickInfo ); begin self.runningChildIndex := 0; end; // open function eAI_BT_NodeMemSeq.tick(tick: peAI_BT_TickInfo): eAI_BT_Result; var i : eInt; child : eInt; begin // Start where we ended last time (was running previously) child := self.runningChildIndex; // Loop through children until one FAILED or RUNS for i:=child to self.children.count-1 do begin result := eAI_BT_BaseNode( self.children[i] )._execute( tick ); // Wait until current child finished if ( result <> eAI_BT_SUCCESS ) then begin if ( result = eAI_BT_RUNNING ) then self.runningChildIndex := i; // For next Tick exit; // FAIL or RUN end; end; result := eAI_BT_SUCCESS; // All children executed with SUCCESS end; // tick
So here
we showed how a (memorized) sequence can be implemented. As you see, it still
doesn’t do much other than executing children. Those children could be other
Composites, Decorators, or eventually Conditions and Actions. Quite often a
sequence will first check one or more Conditions:
Sequence à IF
health < 25 (condition)
Find
medkit (action)
Move
to medkit (action)
Pick
up medkit (action)
Boedha
time (action)
If those
first conditions aren’t met, there is often no need in executing any further
actions. Be aware with Memorized Sequences though, that those conditions aren’t
re-checked every tick. If the dog eats the medkit in the meanwhile, our NPC
still continues his procedure, unless there is some exit strategy implemented.
4. Decorator Nodes
A very
basic, but useful decorator is the Invertor or “NOT” node. Decorators always
have a single child, and manipulate their results. The invertor turns SUCCESS
into FAIL, or vice-versa.
eAI_BT_NodeDecorator = class( eAI_BT_BaseNode ) public child : eAI_BT_BaseNode; procedure initialize( parentNode : eAI_BT_BaseNode ); override; destructor destroy(); override; procedure addChild( node : eAI_BT_BaseNode ); override; procedure removeChild( node : eAI_BT_BaseNode ); override; function getChildrenCount() : eInt; override; function getChild( const index : eInt ) : eAI_BT_BaseNode; override; end; // eAI_BT_NodeDecorator eAI_BT_NodeInverter = class( eAI_BT_NodeDecorator ) public function tick( tick : peAI_BT_TickInfo ) : eAI_BT_Result; override; end; // eAI_BT_NodeInverter
{ eAI_BT_NodeDecorator } procedure eAI_BT_NodeDecorator.initialize( parentNode : eAI_BT_BaseNode ); begin inherited initialize( parentNode ); self.child := nil; end; // initialize destructor eAI_BT_NodeDecorator.destroy(); begin // Do not destroy children, must be done by owner tree inherited destroy(); end; // destroy function eAI_BT_NodeDecorator.getChild(const index: eInt): eAI_BT_BaseNode; begin result := self.child; end; // getChild function eAI_BT_NodeDecorator.getChildrenCount() : eInt; begin if ( self.child = nil ) then result := 0 else result := 1; end; // getChildrenCount procedure eAI_BT_NodeDecorator.addChild( node : eAI_BT_BaseNode ); begin self.child := node; end; // addChild procedure eAI_BT_NodeDecorator.removeChild( node : eAI_BT_BaseNode ); begin self.child := nil; end; // removeChild { eAI_BT_NodeInverter } function eAI_BT_NodeInverter.tick(tick: peAI_BT_TickInfo): eAI_BT_Result; begin if ( self.child = nil ) then result := eAI_BT_ERROR else begin result := self.child._execute( tick ); if ( result = eAI_BT_SUCCESS ) then result := eAI_BT_FAIL else if ( result = eAI_BT_FAIL ) then result := eAI_BT_SUCCESS; end; end; // tick
Got
that? Fine, onto the real interesting nodes: Conditions and Actions.
5. Condition Nodes
There
are no default Condition nodes, as they really depend on your needs. But let’s
come up with something practical; a node that checks if a certain entity (could
be the player, but also a hamburger) is within range. We will also provide some
custom properties to this node. The desired distance in meters, and an entity
idName – the target to check. Note by the way that Condition (or Action) nodes
do not have children, so their “getChildrenCount()” should always return 0.
eAI_BT_NodeCondition = class( eAI_BT_BaseNode ) public end; // eAI_BT_NodeCondition eAI_BT_Node_cEntInRange = class( eAI_BT_NodeCondition ) private entity : eES_EntityAbstract; entityIdName : uString; distance : eFloat; public procedure initialize( parentNode : eAI_BT_BaseNode ); override; procedure open( tick : peAI_BT_TickInfo ); override; function tick( tick : peAI_BT_TickInfo ) : eAI_BT_Result; override; function getPropertyCount() : eInt; override; function getProperty( const index : eInt ) : eAI_BT_NodeProperty; override; procedure setProperty( const index : eInt; const value : uString ); override; end; // eAI_BT_Node_cEntInRange
{ eAI_BT_Node_cEntInRange } procedure eAI_BT_Node_cEntInRange.initialize( parentNode : eAI_BT_BaseNode ); begin inherited initialize( parentNode ); self.distance := 5; self.entityIdName:= ''; self.entity := nil; end; // initialize function eAI_BT_Node_cEntInRange.getPropertyCount() : eInt; begin result := 2; end; // getPropertyCount function eAI_BT_Node_cEntInRange.getProperty( const index : eInt ) : eAI_BT_NodeProperty; begin case (index) of 0: result.make( 'entity' , self. entityIdName, ‘Player’, eAI_BT_PropENTITY ); 1: result.make( ‘distance’ , self.distance , 5, 'meters' ); end; end; // getProperty procedure eAI_BT_Node_cEntInRange.setProperty( const index : eInt; const value : uString ); var id : eUInt64; begin case (index) of 0: self.entityIdName := value; 1: self.distance := strToFloat( value ); end; end; // setProperty procedure eAI_BT_Node_cEntInRange.open(tick: peAI_BT_TickInfo); begin if ( self.entity = nil ) then begin // Find our target self.entity := _ES.getManager().getEntityByName( self.entityIdName ); end; end; // open function eAI_BT_Node_cEntInRange.tick(tick: peAI_BT_TickInfo): eAI_BT_Result; var dist : eFloat; begin if ( self.entity = nil ) then begin result := eAI_BT_FAIL; end else begin try // Get distance between our parent entity, and our target dist := self.entity.getPos().distanceTo( tick.myEntity.getPos() ); except result := eAI_BT_FAIL; // Maybe entity got unloaded in the meanwhile exit; end; if ( dist < self.distance ) then result := eAI_BT_SUCCESS else result := eAI_BT_FAIL; end; end; // tick
Be aware
that this node is sensitive for some faults. Maybe the entityName was spelled
wrong. Maybe we found the entity, but it get destructed later on. Also, when
setting properties, you may want some exception checking on top of that, in
case we give invalid numbers. The whole purpose of BehaviorTrees is to provide
(the artist / mapper / designer) a robust tool to create A.I.. And people make
mistakes, so be prepared.
6. Action Nodes
The last
type of node we show; Action-Man. Actions actuate something. We could use them
to write some custom data into our memory “Blackboard”, to pick a target, to
throw grenades, and so on. Typically we want to split up into simple actions
that can be reused for a lot of different procedures. Moving is an excellent
example, though a difficult one because movement contains a ton of deeper
(engine) logic. Picking a target, moving to it, physics, gravity, collision
detection, animation, inverse kinematics while climbing a stair, and so on. You
could deal with each of those sub-actions via your BehaviorTree, but it might
be easier for the A.I. designer to let the engine take care of that
automatically.
For demo
purposes, I picked a simpler action: doing nothing. A delay. After an
adjustable amount of seconds, it will return SUCCESS. But as with many actions,
this takes a while. In the meanwhile the node turns “RUNNING”. This affects the
way how parent composites deal with it. Memorized Sequences will remember the
current action, so it can be called again next tick, proceeding.
eAI_BT_NodeAction = class( eAI_BT_BaseNode ) public end; // eAI_BT_NodeAction eAI_BT_Node_aWait = class( eAI_BT_NodeAction ) private elapsed : eFloat; waitTime : eFloat; public procedure initialize( parentNode : eAI_BT_BaseNode ); override; function getPropertyCount(): eInt; override; function getProperty(const index: eInt): eAI_BT_NodeProperty; override; procedure setProperty(const index: eInt; const value: uString); override; procedure open( tick : peAI_BT_TickInfo ); override; function tick( tick : peAI_BT_TickInfo ) : eAI_BT_Result; override; end; // eAI_BT_Node_aWait
{ eAI_BT_Node_aWait } procedure eAI_BT_Node_aWait.initialize(parentNode: eAI_BT_BaseNode); begin inherited initialize( parentNode ); self.elapsed := 0; self.waitTime:= 1; end; // initialize function eAI_BT_Node_aWait.getPropertyCount(): eInt; begin result := 1; end;// getPropertyCount function eAI_BT_Node_aWait.getProperty(const index: eInt): eAI_BT_NodeProperty; begin result.make( 'time' , self.waitTime , 1, 'sec' ); end; // getProperty procedure eAI_BT_Node_aWait.setProperty(const index: eInt; const value: uString); begin case ( index ) of 0: self.waitTime := strToFloat( value ); end; end; // setProperty procedure eAI_BT_Node_aWait.open(tick: peAI_BT_TickInfo); begin self.elapsed := 0; // Reset timer when we got re-opened end; // open function eAI_BT_Node_aWait.tick(tick: peAI_BT_TickInfo): eAI_BT_Result; begin self.elapsed := self.elapsed + tick.deltaSecs; if ( self.elapsed >= self.waitTime ) then result := eAI_BT_SUCCESS else result := eAI_BT_RUNNING; end; // eAI_BT_NodeWait
7. Watch out for Ticks
All right, so far the nodes. The only way to really get comfortable with them, is just by doing. My advice, start with a simple scenario, like the “Seat-2D2” video showed, and model it in a free tool, just to get a hang on it. As you goi, you’ll figure out what kind of nodes you’ll be needing, and what kind of parameters they should use. And very likely, you will rethink your whole node toolset at some point, generating a more logical, easier to use set. Don’t be afraid to take some missteps. The beauty is that you can relative easily remove and introduce new nodes to your package; the code above it – that runs the tree- won’t be affected.The next thing to do, is making a “Tree” class. The BT itself is a collection of nodes, and provides the logic to run them.
eAI_BT_TickInfo = record deltaSecs : eFloat; // Elapsed time between 2 cycles entity : eES_Entity; // Parent entity (NPC) blackboard : eAI_BT_Blackboard; // Custom Read/Write Memory navigator : eAI_Navigator; // For movement, pathfinding // Evaluation evaluatedNodeCnt : eInt; openedNodes : TList; // Tracker of evaluated nodes end; // eAI_BT_TickInfo peAI_BT_TickInfo = ^eAI_BT_TickInfo; eAI_BT_BehaviorTree = class private tick : eAI_BT_TickInfo; // Arguments to pass to the nodes when executing a tick blackboard : eAI_BT_Blackboard;// Memory container navigator : eAI_Navigator; // For movement inUse : eBool; instanceGroup : eAI_BT_BehaviorTreeInstanceGroup; public root : eAI_BT_BaseNode; // Start evaluation here allNodes : TList; // All (sub)node instances used in this tree constructor create(); destructor destroy(); procedure clear(); procedure execute( entity : eES_Entity; const deltaSecs : eFloat ); function addNode( const nodeClassIdName : uString; parentNode : eAI_BT_BaseNode ) : eAI_BT_BaseNode; function getNode( const GUID : uString ) : eAI_BT_BaseNode; procedure removeNode( node : eAI_BT_BaseNode ); // Loader procedure copyFrom( otherTree : eAI_BT_BehaviorTree ); procedure loadFromFile_B3JS( const filename : uString ); // Online editor: http://behavior3js.guineashots.com/editor/ procedure loadFromStream_E22( str : TStream ); // Engine22 build-in format end; // eAI_BT_BehaviorTree
{ eAI_BT_BehaviorTree } constructor eAI_BT_BehaviorTree.create(); begin inherited create(); // Blackboard self.blackboard := eAI_BT_Blackboard.create(); // Navigator self.navigator := eAI_Navigator.create(); self.allNodes := TList.Create(); self.inUse := false; self.instanceGroup := nil; // Root self.root := eAI_BT_NodeRoot.create( ); self.root.setTitle( 'root' ); self.root.initialize( nil ); end; // create destructor eAI_BT_BehaviorTree.destroy(); begin self.root.destroy(); self.clear(); self.allNodes.destroy(); self.blackboard.destroy(); self.navigator.destroy(); inherited destroy(); end; // destroy procedure eAI_BT_BehaviorTree.clear(); var i : eInt; begin for i:=0 to self.allNodes.count-1 do begin eAI_BT_BaseNode( self.allNodes[i] ).destroy(); end; self.allNodes.clear(); self.navigator.reset(); end; // clear procedure eAI_BT_BehaviorTree.execute( entity : eES_Entity; const deltaSecs : eFloat ); begin self.navigator.update( entity, deltaSecs ); // Init tick arguments self.tick.openedNodes.clear(); self.tick.entity := entity; self.tick.deltaSecs := deltaSecs; self.tick.blackboard := self.blackboard; self.tick.navigator := self.navigator; // Tick root-node, and everything beyond... self.root._execute( @tick ); end; // tick procedure eAI_BT_BehaviorTree.copyFrom(otherTree: eAI_BT_BehaviorTree); begin self.root.copyFrom( otherTree.root ); end; // copyFrom function eAI_BT_BehaviorTree.addNode( const nodeClassIdName : uString; parentNode : eAI_BT_BaseNode ) : eAI_BT_BaseNode; begin result := _ES_MakeBehaviorTreeNodeInstance( nodeClassIdName, parentNode ); self.allNodes.add( result ); end; // addNode procedure eAI_BT_BehaviorTree.removeNode( node : eAI_BT_BaseNode ); begin // Detach if ( node.parentNode <> nil ) then begin node.parentNode.removeChild( node ); end; self.allNodes.remove( node ); node.destroy(); end; // removeNode function eAI_BT_BehaviorTree.getNode( const GUID : uString ) : eAI_BT_BaseNode; var i : eInt; begin for i:=0 to self.allNodes.count-1 do if ( eAI_BT_BaseNode( self.allNodes[i] ).GUIDequals( GUID ) ) then begin result := eAI_BT_BaseNode( self.allNodes[i] ); exit; end; result := nil; end; // getNode
Typically
each Entity / Agent / NPC has its own Tree. This brings a slight difficulty… What if we
have 200 soldiers, all using the same tree? You can’t directly share the same
tree-instance, because internal variables like delay-timers, target coordinates
or the actual node states (running, failed, …) can be different for each
soldier.
The
tutorial I linked to in my previous post solves this by NOT storing any
instance-dependant variable into the node objects. Instead, everything is
written to a “Blackboard”. This blackboard contains the run-state of each and
every NPC that uses the tree, as well as a global section so variables can be
shared amongst multiple NPC’s. This can be useful in particular when your army
or squads share tactical info. A commander NPC could set global goals for a
whole group of soliders.
However,
I chose not to do it like that. Because adding, overwriting, removing and
getting all those variables via lists is slow and painful, I’d say. Instead, I’ll
make a copy of the entire tree for each instance. Now, Tower22 won’t have 200
enemies. Yet it doesn’t sound like a very performance-friendly method either.
To partially fix that, Engine22 does a lot of recycling. Yes, we are very
green. If a tree is released (entity went to Hell), it will be available for
another instance.
So, when
I need a tree of typeX, (say file “monkey_BT.txt”), a manager will first check
if there is an unused tree available. Ifso, give that one –and reset it before
usage. If there is no tree available, a new one will be created. But instead of
loading the whole file again, it copies its content from another tree. Engine22
does this for a lot of memory-eating resources by the way.
7.2 Even-Driven?
One more
thing I should mention about Ticks & Tricks, are events. Right now, a NPC
has a single tree and just checks everything, always. That introduces a few
problems. How about high priority stuff like getting killed? It would suck
pretty much if your opponent doesn’t die because his faulty BT skipped the
“Die-Hard” section, as the “eating cookies” branch got a higher priority. And
also in general, polling if something happened (every cycle) just isn’t very
performance friendly.
You
could decide to run different trees instead, based on events. “OnHitByBullet”,
“OnCollision”, “OnPlayerInSight”, “OnTargetReached” or “OnClicked” are
beautiful examples of that. It will result into multiple, but smaller
“to-the-point” behaviortrees. It may run more efficiently, and reduces
modelling faults. Then again it will also reduce flexibility, as your model
relies on the available engine events. Yet I’m seriously considering this for
Engine22.
8. Captain Blackboard
Blackboards
are memory containers. Although BehaviorTrees do not store each and every state
value into a Blackboard, we still use them for custom variables. Those are
either per-NPC variables. Like “hunger” which could be different for each
instance. But there is also a global Blackboard, containing shared variables
that can be accessed by all NPC’s. We all want to know who the player is. And
for a soccer team, we could write the score as a single number, rather than
maintaining the score number for each NPC individually.
From an
engine design perspective, custom data is always tricky. We’re trying to make
Tower22 in Engine22, but we could just as well make Pac-Man with it. Both games
have very different BehaviorTrees, and thus also very different data behind
them. In other words, the engine should not make a whole list of “expected”
variables. It doesn’t know which variables there will be, neither should it
care about. Game specific code, which includes BehaviorTrees should manage
that.
Yet for
performance reasons, the E22 Blackboard does have some pre-defined variables,
like a “PrimaryTarget”. Whether it’s a Pac-Man ghost, Tower22 monster,
Black-Ops trooper or racing car, they (almost) always have a goal; something to
engage, pick-up or move over to. So, there are some Set/Get primaryTarget
functions. But other than that, custom variables are simple tuples with a
key(id name) and a value.
eAI_BT_BlackboardVar= class public key : uString; value : uString; defaultValue : uString; // Reset end; // eAI_BT_BlackboardVar // Use a blackboard to Read/Write data via a BehaviorTree // One board assigned per Tree - thus per NPC eAI_BT_Blackboard = class private // Primary target targetEntity : eES_EntityAbstract; // Primary target targetLocation : eVec3; // Fixed target location - if there is no entity targetAssigned : eBool; // True whenever set. Set false once reached or lost. // Custom values variables : TStringList; // Sorted list ofpublic constructor create(); destructor destroy(); procedure reset(); // Primary target procedure setPrimaryTarget( targetEntity : eES_EntityAbstract ); overload; procedure setPrimaryTarget( targetLocation : eVec3 ); overload; procedure setPrimaryTargetNone( ); function primaryTargetIsEntity() : eBool; function hasPrimaryTarget() : eBool; function getPrimaryTargetEntity( ) : eES_EntityAbstract; function getPrimaryTargetPos( var targetLost : eBool ) : eVec3; // Custom values procedure writeVar( const key : uString; const value : eInt ); overload; procedure writeVar( const key : uString; const value : eFloat ); overload; procedure writeVar( const key : uString; const value : eBool ); overload; procedure writeVar( const key : uString; const value : eVec3 ); overload; procedure writeVar( const key : uString; const value : uString ); overload; function readVar( const key : uString ) : uString; end; // eAI_BT_Blackboard
In order
to Write those variables, you could make an Action node for that: “writeVar”.
Either pick a global or NPC blackboard as a target, and give it a name + value.
Reading
and using them is a bit more tricky. Of course you can read, write and do math
internally in your overrided Node code, using the functions above. But it would
also be interesting if we can replace fixed values with variable references,
when defining properties in our BT modeller. I didn’t code anything for this
(yet), so I won’t dive into this further, but it can be something to keep in
the back of your mind, when coding your BT engine.
9. Plant and Load a Tree
As
promised, we close this article with some code that reads the JSON file, produced
by this online BT editor:
And, let
me just warn you, the code below doesn’t do anything truly smart. No JSON
libraries or whatsoever used, just good old dumb string parsing. You see, I
want to have an editor build into the engine (so you can check & change
stuff on the fly, and automatically access all the available nodes plus their
parameter information). But since that will be quite beefy, I used an external
editor to begin with, and made a quick & dirty reader. If you need something more fancy for Delphi, commenter Dennis gave us a link to his work:
All right:
procedure eAI_BT_BehaviorTree.loadFromFile_B3JS(const filename: uString); var sFile : strTextFileReader; line : uString; values : TStringList; key,val : uString; cGUID : uString; cNode : eAI_BT_BaseNode; child : eAI_BT_BaseNode; (* EXAMPLE "90282381-684c-461e-b61c-11684778b0e5": { "id": "90282381-684c-461e-b61c-11684778b0e5", "name": "Priority", "title": "Priority", "description": "", "display": { "x": -320, "y": -160 }, "parameters": {}, "properties": {}, "children": [ "88e3cb42-bb69-4774-ba9f-411a2b6db4ed", "08a6f505-2184-478b-b56b-d527f1d8ff60" ] }, *) procedure trimValueString(); begin // Remove tail comma, if there is one if ( length(val) > 1 ) then if ( val[ length(val) ] = ',' ) then begin val := val.subString( 0, length(val)-1 ); end; end; // trimValueString procedure trimKeyString(); begin // Remove tail comma or :, if there is one if ( length(key) > 1 ) then if ( key[ length(key) ] = ':' ) or ( key[ length(key) ] = ',' ) then begin key := key.subString( 0, length(key)-1 ); end; end; // trimKeyString procedure readChildren(); begin // Read node "children" references (GUIDs) sub-block while ( sFile.readRawLine(line)) do begin strReadLine( line, key, values ); if ( key = ']' ) then exit; trimKeyString(); child := self.getNode( key ); // Get node from list via GUID if ( child <> nil ) then begin cNode.addChild( child ); // Fill children list child.parentNode := child; end; end; // while end; // readChildren procedure readProperties(); begin // Read node "properties" sub-block while ( sFile.readRawLine(line)) do begin strReadLine( line, key, values ); key := upperCase(key); if ( key = 'PROPERTIES:' ) then exit; if ( key = '},' ) then exit; if ( values.count < 1 ) then continue; val := values[0]; trimKeyString(); trimValueString(); try cNode.setProperty( key, val ); except // No such property showMessage( 'Warning: cannot set property '+key+' = '+val ); end; end; // while end; // readProperties begin self.clear(); // Clean up old crap first values := TStringList.create(); try sFile := strTextFileReader.create( filename, 'eAI_BT_BehaviorTree.loadFromFile_B3JS' ); except sFile.destroy(); // Cant open file, fuck you exit; end; // Loop through file, create all nodes // BUT DO NOT LINKED THEM WITH EACH OTHER YET (nodes can refer to uncreated subnodes) cNode := nil; while ( sFile.readRawLine(line)) do begin strReadLine( line, key, values ); key := upperCase(key); if ( values.count < 1 ) then continue; val := values[0]; trimValueString(); // Remove tail character from string if ( key = 'CUSTOM_NODES:' ) then break; if ( key = 'ID:') then cGUID := val else if ( key = 'NAME:') then begin cNode := _ES_MakeBehaviorTreeNodeInstance( val, nil ); if ( cNode = nil ) then continue; cNode.setGUID( cGUID ); self.allNodes.add( cNode ); // don't know the parent yet - do that later end else if ( cNode <> nil ) then begin if ( key = 'TITLE:') then cNode.setTitle( val ) else if ( key = 'DESCRIPTION:') then cNode.setDescription( val ) else if ( key = 'X:') then cNode.setCoords( strToInt(val), cNode.getCoords().y ) else if ( key = 'Y:') then cNode.setCoords( cNode.getCoords().x, strToInt(val) ) else if ( key = 'PROPERTIES:') then begin end else if ( key = 'PARAMETERS:') then begin readProperties(); end else if ( key = 'CHILDREN:') then begin // Skip for now end else end; end; // Repeat, now read children cNode := nil; sFile.restart(); while ( sFile.readRawLine(line)) do begin strReadLine( line, key, values ); key := upperCase(key); if ( values.count < 1 ) then continue; val := values[0]; trimValueString(); // Remove tail character from string if ( key = 'ROOT:') then self.root.addchild( self.getNode(val) ) else if ( key = 'CUSTOM_NODES:' ) then break; if ( key = 'ID:') then cNode := self.getNode( val ) else if ( key = 'CHILD:' ) and ( cNode <> nil ) then begin // Single child trimValueString(); // Remove tail character from string child := self.getNode(val); // Get via GUID if ( child <> nil ) then begin cNode.addChild( child ); child.parentNode := cNode; end; end else if ( key = 'CHILDREN:') and ( cNode <> nil ) then begin // Multiple children readChildren(); end else end; // Clean up crew values.destroy(); sFile.destroy(); end; // loadFromFile_B3JS
This
code won’t run straight away, because it uses quite a lot Engine22 string
functions, but hopefully you get the point. One important aspect here though,
is the “_ES_MakeBehaviorTreeNodeInstance” function. Given a Node classname
(such as “Sequence” or “aMoveToTarget”), it will create a node instance from
that class.
10. Registrate node classes for usage
Each
node class is registered during startup, like this:
begin _ES_RegisterBehaviorTreeNodeClass( 'cEntInRange' , eAI_BT_Node_cEntInRange ); _ES_RegisterBehaviorTreeNodeClass( 'cHasTarget' , eAI_BT_Node_cHasTarget ); _ES_RegisterBehaviorTreeNodeClass( 'cTargetRaycast' , eAI_BT_Node_cTargetRaycast ); _ES_RegisterBehaviorTreeNodeClass( 'cRaycast' , eAI_BT_Node_cRaycast ); _ES_RegisterBehaviorTreeNodeClass( 'cClockLaterThan', eAI_BT_Node_cClockLaterThan ); _ES_RegisterBehaviorTreeNodeClass( 'cClockBetween' , eAI_BT_Node_cClockBetween ); _ES_RegisterBehaviorTreeNodeClass( 'cClockLaterThan', eAI_BT_Node_cCalenderCheckDay ); end.
Note
that code is placed at the bottom section, and will be executed right away when
the program starts. The _ES_RegisterBehaviorTreeNodeClass function maintains a
list of nodes and classes, so we can create an instance of those classes later
on, giving the name of the class.
//****************************************************************************** // BEHAVIOR REGISTRATION type eES_BehaviorTreeNodeSpecs = record nodeClass : TClass; idName : uString; end; // eES_BehaviorSpecs var _ES_RegisteredBehaviorTreeNode : array[0..255] of eES_BehaviorTreeNodeSpecs; _ES_RegisteredBehaviorTreeNodesCnt : eInt = 0; procedure _ES_RegisterBehaviorTreeNodeClass( nodeIdName : uString; nodeClass : TClass ); begin if ( _ES_RegisteredBehaviorTreeNodesCnt > 255 ) then begin showMessage( 'ERROR: Cannot register more than 255 different BehaviorTree Node Classes!' ); exit; end; _ES_RegisteredBehaviorTreeNode[ _ES_RegisteredBehaviorTreeNodesCnt ].nodeClass := nodeClass; _ES_RegisteredBehaviorTreeNode[ _ES_RegisteredBehaviorTreeNodesCnt ].idName := nodeIdName; inc( _ES_RegisteredBehaviorTreeNodesCnt ); end; // _ES_RegisterBehaviorTreeNodeClass function _ES_MakeBehaviorTreeNodeInstance( nodeIdName : uString; parentNode : eAI_BT_BaseNode ) : eAI_BT_BaseNode; var i : eInt; begin for i:=0 to _ES_RegisteredBehaviorTreeNodesCnt-1 do begin if ( nodeIdName = _ES_RegisteredBehaviorTreeNode[i].idName ) then begin result := eAI_BT_BaseNode( _ES_RegisteredBehaviorTreeNode[ i ].nodeClass.Create() ); result.initialize( parentNode ); exit; end; end; showMessage( 'WARNING: BehaviorTree Node Class "'+ nodeIdName +'" does not exists!' ); result := nil; end; // _ES_MakeBehaviorInstance
Well, I
hope this LOOONG-ASS article suited your BT needs boys and girls. Hopefully the
code snippets were somewhat readable and understandable. Next time we talk
about boobs, beer and games again, easier for me.