Ages 15–18 · Grades 9–12 · Computer Science

The decision lab

Pathfinding is how an NPC moves; this is how it decides. A finite state machine switches between behaviours on events (and stays put on an event it has no arrow for); a behaviour tree walks a priority list, taking the first branch that works. Read each one, predict what the character does, then run the deterministic engine and check. Classical AI — not machine learning.

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