Archives for: June 2012


BT PropClass & Rescheduling

Permalink 18:35:47, Categories: GSoC 2012  

Hello CrystalSpace,

This week I have switched the previous celBehaviourTree to the dedicated propclass celPcBehaviourTree. There were numerous commits but most importantly, revision 4916 includes a fully functional BT prop class and example usage in appbttest.

These revisions also add the abilities to interrupt or reset a behaviour tree and to set how many nodes per frame are parsed.

With the 1st July rapidly approaching, it is apparent at this time that not all goals of the BT portion of this project will be completed as originally scheduled. My mentor and I have agreed that the best way to proceed will be to continue with BT development for now and complete the load from XML deliverable. I will then move on to the Recast and Detour work hopefully by the end of next week and, therefore, not significantly behind schedule.

Finally, I would like to publicly note my gratitude for all the assistance I have received this week. Thank you all - especially Anthony, Christian and Mat! :)

Kind regards,


Reporting and Handling BT_UNEXPECTED_ERROR

Permalink 15:19:25, Categories: GSoC 2012  

Hello CrystalSpace,
As intended this week I have focussed on making more use of the behaviour tree(BT) specific return status BT_UNEXPECTED_ERROR. In particular, revisions 4908 and 4910 add the reporting of nodes not having the relevant children, rewards, triggers or parameters specified first with severity notify at the node itself and then again with severity error if the unexpected error is not handled but propagated back to the root of the tree.

Revision 4908 also added the method void SetName (csString nodeName) so that BT nodes cane be given a name, which is then reported if an unexpected error occurs. This should simplify debugging large trees.

Finally, in revision 4909, I added the method void MakeLoopInfinite () to the loop decorator allowing the node to be set to run forever whilst the child returns BT_SUCCESS. If the child fails, then so does the loop. This will be useful as a root node for many behaviour trees as often non-player characters will be expected to continuously repeat some set of behaviours.

I have begun now to think about the dedicated BT propclass and loading from XML. I hope to make significant progress next week towards at least one of these desirable deliverables before beginning to work on the recast and detour side of this project which is scheduled to begin after next week (for the original timeline please see this post.)

Kind regards,


Back to Coding and 1st Version of Event-Based BT Comitted

Permalink 17:17:52, Categories: GSoC 2012  

Hello CrystalSpace,
Well I'm back, had a great conference and have dived into implementing the stack-based behaviour tree I discussed here before leaving.

One design change I found necessary was to add another status, BT_NOT_STARTED, to use in resetting and initialising nodes.

Revision 4907 switches from the previous 2009 method of parsing the entire tree every frame to passing a single node every frame. This will make the method far more scalable and should help with debugging as progress can now be tracked in the behaviour tree's stack. This is a significant revision that is key to this part of the project. If there are any comments in particular on this revision I am very keen to hear them.

In a smaller commit, revision 4906 merged all changes from whilst I was away and since I began coding. I intend to complete these merges at least once a fortnight to make the eventual process of merging my branch to trunk far simpler.

That's all for this week, next week I intend to add more to the debugging tools by making better use of the status BT_UNEXPECTED_ERROR and starting to look into loading from XML and making a dedicated propclass for the behaviour tree. Any suggestions either here, by email/mailing list/irc are always appreciated.

Kind regards,


Early Design Decisions & Progress on Event Driven Behaviour Trees

Permalink 21:47:24, Categories: GSoC 2012  

Hello CrystalSpace,
First, to quickly wrap up last week's discussion of the problems with a few apps hanging, I have raised a ticket covering this problem (Ticket 103) and will look to help with a solution later into the summer once I am sure to have met the planned deadlines.

This week work moved on to focus on beginning to implement event driven behaviour trees (BTs). I spent some time studying openly available implementations and have made some initial decisions that I would like to discuss briefly.

The current CrystalSpace BTs parse the entire tree every frame starting from the root node. This will obviously not scale well to large trees or games with many trees. Event driven BTs instead remember where in the tree they have reached and parse only active nodes on each callback.

Therefore, my intention is to add a stack of pointers to BT nodes to the behaviour tree and pass a pointer to this to a node when it is executed. This way parent nodes can push their child nodes to the stack instead of calling their children themselves. Then when the behaviour tree receives it's callback it only needs to execute the top node on the stack.

This will reduce the number of nodes executed per callback to a constant number. It should also help with debugging, as by watching the stack a developer can understand which nodes in the tree are being executed and which path has been taken to reach there.

Furthermore, this should allow me to easily add the function of being able to control the rate of updating a BT as the top node can be executed multiple times per callback (with the callback set to either every frame or by time.) On each execution of the top node the subsequent top node may change and so repeat execution of the top node is effectively parsing through the tree.

Whilst exploring existing implementations and designing our solution I noticed that the easiest milestone to add first was Christian's suggestion of extending the termination statuses. Previously a node would indicate only success or failure on termination, but now (as of revision 4899) a failing node can indicate whether it failed cleanly or whether it has exited unexpectedly. (For more detail on why this is useful please see this article.)

This revision will be used more in the upcoming work on event driven BT's as a parent node will want to check the final status of a child node once the child has terminated and the parent has returned to the top of the stack. To do so I intend to add the current status of a node as a public variable of the iBTNode interface.

Please feel free to comment on this blog, email me on the mailing list or catch me in the IRC channel if you have any comments or suggestions.

As mentioned in my proposal I am now leaving for a conference, and so will not be updating the blog next week nor likely to commit any code. However, I do have my linux laptop with me and the source code checked out, so I may get time to think more about the design and look further into prop classes and existing XML code in CEL (as needed for the later BT milestones.) I will update the blog again Friday 15th June.

See you all in 2 weeks time, Sam.

June 2012
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