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AI Game Programming Wisdom 4 by Steve Rabin

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3.11Building a Behavior Editor for Abstract State Machines

Igor Borovikov—FrameFree Technologies, Inc.

igor.borovikov@gmail.com

Aleksey Kadukin—Electronic Arts

akadukin@gmail.com

On one of our past game projects, we faced numerous challenges presented by the AI scripting pipeline. In particular, a refactoring of the Behavior Editor, an essential component of the AI tool chain, turned out to be desirable to improve its usability. This article describes the issues analyzed and resolved while building a new version of the Behavior Editor, as well as the enhancements to the scripting introduced during refactoring. The implementation of the Behavior Editor as a standalone application (rather than as a Maya plugin) allowed building an advanced GUI ...

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