
The following is a blog by our programmer Marnel, talking about AI in a strategy game.
Our AI in action
I have implemented my own FSM and Behavior Tree systems for AI in games. I know how to properly use them in most cases. They've worked really well. I honestly think I already have the working knowledge for the AI of the kind of games I'd like to make... until Party Animals came. I felt stupid and incapable.
FSMs and Behavior Trees are good for single agent AI. Single agent here means that the simulated behavior is only responsible for itself....