Re: structured programming of automata with behavior trees
Lauren Pullen <[email protected]> Mon, 13 Jul 2026 15:19:31 -0600
| Newsgroups | gmane.comp.lang.smalltalk.squeak.general |
|---|---|
| Message-ID | <[email protected]> |
Hi Yoshiki, On 7/13/26 10:37, Yoshiki Ohshima via Squeak-dev wrote: > Sounds cool. > > Is there a way to check it out with Squeak JS? If Squeak JS can use monticello, it and *Variable are at <www.squeaksource.com/Cephei>. I don't see why it shouldn't work. > I had a colleague (a long time game developer) who implemented the > behavior tree on top of Croquet JS. It worked well for the purpose. I > kind of liked a more general and meta solution, and later created a > Functional Reactive Programming based system called Renkon. Croquet and > Renkon use explicit logical time. Your Behavior Tree implementation > probably shares the property of "at a logical time t, a node has at most > one value", or "a node is evaluated at most once at an evaluation > cycle". Nice catch. I'd not heard of functional reactive programming (or reactive programming, for that matter) until just now. It seems my source materials predate the term. Seems I have some studying to do. My implementation uses the latter property, where a part of the tree is evaluated at most once per tick. I went with 3-valued logic so you wouldn't need to use a looping DECORATOR to break the illusion that you're working with 1 time unit per tick:. > I am getting to like this property more and more nowadays. Me too. It's greatly simplified some of the things I wanted the game to do, and I've had luck using it as a replacement to the dependency protocol. Squeak-dev mailing list -- [email protected] To unsubscribe send an email to [email protected]