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Post #815225

2026-03-27 19:49 UTC

NEW BLOG POST You weren't doing anything on a Friday afternoon were you? Here's 4 thousand words about the new and improved Chronicles behavior planning and how I leveraged reinforcement learning techniques used by Chess and Go algorithms to make my baddies smart and efficient. Enjoy! https://blog.brianna.town/the-bigger-better-chronicles-npc-behavior-system #gamedev #indiedev #blog

Replies (6)

  • the opening paragraphs of this post have been slightly modified for correctness because the original actions post mentioned predated the first working implementation of behavior planning by several months. This bothered nobody but me, please enjoy.

    Open ##1716381

  • @britown This is oddly topical for me: I've been noodling around with behaviour planning/selection stuff in my current project for a couple weeks, so it's interesting to see other approaches to it :)

    Open ##1716382

  • @britown excellent article, brought me right back to my graduate algorithms days doing decision trees and alpha/beta pruning :)

    Open ##1716385

  • @britown Do actors in this system also consider the possible actions of others or just their own?

    Open ##1716386

  • @britown thanks, that was a great read - using MCTS to coordinate multiple enemy AIs is quite a novel approach! A couple of questions. Do you do anything to simulate the player's move after each step? And how do you 'score' moves like 'block the exit'?

    Open ##1716391

  • @britown Lovely read! I hope I can leverage a similar system in the never-future when I’m working on AI!

    Open ##1716395