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Godot, Enemies, Bosses, NPCs and AI buzzwords

Welcome to the first video in Enemies and AI series! This episode on 80% consists of theory and design talk I want to do before exploring practical implementations. First part is devoted to defining what an enemy, or a game opponent in general even is. Then we'll quickly talk about technical terms and algorithms we'll need on our way, such as state machine (of course lmao), behaviour tree, GOAP and some high level BDI techs. Then we'll do a short overview of existing solutions for Godot. For general picture broadening and to not create something unoriginal. And finally there will be a short demonstration of how to not. This video doesn't has any code to share through github, however, I mentioned many other people and theirs content. Here's the list of all links I used. GDC talk on humans perception on AI by Kimberly Voll:    • Less is More: Designing Awesome AI fo...   Two @DigiDigger 's videos reviewing AI algorithms shortly:    • How does videogame AI find its path a...      • How does videogame AI make its decisi...   Two videos by @ThisIsVini (Godot projects) On GOAP architecture:    • Intro to Goal Oriented Action Plannin...   On Utility Theory usage:    • Utility AI with examples   Check out @bitbraindev and his Beehave, it's a plug-ready addon for creation of AIs based on Behaviour Tree model: https://github.com/bitbrain/beehave Archived GDC talk about Utility Theory usage: https://gdcvault.com/play/1012410/Imp... And a book by one of the speakers: http://www.matt-versaggi.com/mit_open... 00:00 What we'll do 01:22 Despair of formalists 05:05 Triumph of artists 09:59 On AI algorithms 13:22 Logical Trap & How to analyse 20:13 Existing Godot things 23:30 The simplest we can do (don't)

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