Re: structured programming of automata with behavior trees
"Thiede, Christoph via Squeak-dev" <[email protected]> Thu, 23 Jul 2026 02:11:40 +0000
| Newsgroups | gmane.comp.lang.smalltalk.squeak.general |
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| Message-ID | <GV2PR09MB837195D180EEFD6A9733BFEAFBC02@GV2PR09MB8371.eurprd09.prod.outlook.com> |
Hi Yoshiki, You should be able to download the latest MCZ file from Squeaksource using your web browser and drop that file into SqueakJS to install it. Best, Christoph ________________________________ Von: Yoshiki Ohshima via Squeak-dev <[email protected]> Gesendet: Dienstag, Juli 14, 2026 12:06:06 AM An: The general-purpose Squeak developers list <[email protected]> Cc: Yoshiki Ohshima <[email protected]> Betreff: [squeak-dev] Re: structured programming of automata with behavior trees On Mon, Jul 13, 2026 at 2:20 PM Lauren Pullen <[email protected]<mailto:[email protected]>> wrote: 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<http://www.squeaksource.com/Cephei>>. I don't see why it shouldn't work. Well, I asked because my simple-minded attempt did not work. It appears that the NetNameResolver primitives are failing in Squeak JS (obviously, I guess. Monticello needs to be adapted to Squeak JS). I just wanted to check it out without downloading things to my local disk initially. > 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]<mailto:[email protected]> To unsubscribe send an email to [email protected]<mailto:[email protected]> -- -- Yoshiki Squeak-dev mailing list -- [email protected] To unsubscribe send an email to [email protected]