The main takeaway from his talk is to use behaviour trees only after high level decisions have already been made, where their ability for parallel execution of tasks can supplement the cyclic logic of state machines. The rest of this post describes how his approach would integrate with previous camera implementations I have discussed, and applies this new knowledge to guidance of future experiments with behaviour trees on cameras.
- Experiment 1: Testing ease of use for creation of a simple BehaviorTree that swaps between a reactive, physics driven "landing" and default cameras
- Experiment 2: Comparing efficiency of making an addition to a State Machine versus making an addition to a BehaviorTree
- Experiment 3 (unpublished): Testing viability of EQS on Camera BehaviorTrees
One model I emphasized in previous posts was "Sense, Think, Act" with the heavy implication that Unreal Engine 4's BehaviorTree should be used primarily for the decision-making "Think" processes. In contrast, Bobby Anguelov proposes State Machines are better suited for "Think", whereas BehaviorTree do their best work as a separate step between "Think" and "Act".