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It can be found on the Properties Bar. And also be set on the Event Sheet.
Think of this as an accuracy of the Artificial Intelligence to make decisions. Because an intelligent being can decide more accurately and precisely depending on its analysis (confidence) on the matter.
The Confidence is the base percentage of the analysis. Or basically, the confidence is the gathered data by the ("mind") on how successful the decision would be.
It is the one of the features which are very important for Artificial Intelligence, in this case, on games.
Here, you can compare two Positive Attributes of 2 Objects, one for example is for the Player and another for the Enemy.
Like, Player_Health & Enemy_Health. Both values should be in Percentage form, between 0 and 100.
If you input the value for example like this:
It will return the Percentage (0 - 100) on how likely the Player's chance on winning against the Enemy, relative to the 'Intelligence' of the Player.
This is best used with the 3 Decision Methods. Nod Decisions, Option Decisions and Intelligence Report Decisions. Especially with the latter.
I recommend reading the documentation inside the release package.
This is one of the 3 Decision Making Methods.
Basically this is a 'True' or 'False' output but the percentage can be read from the 'recentNodDecisionPercentage' expression.
This is a method used for asking a decision output from only a single factor. Like for example, should this instance 'Attack?'. And the output would either be 'True' or 'False' which is in this case, 'Yes' or 'No'.
The output result would be relative to the 'Confidence' percentage of that Nod Decision and the 'Intelligence' percentage of the instance.
For more info, I recommend reading the documentation inside the release package.
Basically this is a selection output from the defined options but the percentage can be read from the 'recentOptionDecisionPercentage' expression.
This is a method used for selecting the best option from a list of options but the output result would be relative to the 'Confidence' percentage of that 'Option' and the 'Intelligence' percentage of the instance.
Like, for example, which would be the most intelligent(relative to the instance intelligence) option to pick from. "Attack", "Defend", "Block" or "Retreat".
For more info, I recommend reading the documentation inside the release package. There are more features to learn there easily.
Not to be confused with 'Intelligence Reports'.
Basically this is made to gather information to learn, manage and use them.
This is made to replicate on how the human mind make decisions.
But to simplify it, the AI Behavior Add-on is designed to make it work cool by making it similar to a "Military Operation".
This works just like a 'Commanding Officer' acquiring data from its subordinates. Just like how the Brain gathers data from the sensory organs like the eyes and ears.
From there you can manipulate the data for your general needs.
This is the most flexible and versatile of all methods. Make 'Intelligence Reports' and use those as factors to determine the result of a decision.
A purchase of a Construct 2 addon permits unlimited usage for 1 single developer. This developer is permitted to use the addon for life in as many commercial and non commercial projects as they wish. The license is strictly non-transferable. If more than one developer wishes to make use of the addon, multiple licenses will be required.
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AI Behavior :: Construct 2 & 3
AI Behavior - Sample Game and Tutorial.c3p
AI Behavior - Sample Game and Tutorial.capx
CV - AI Behavior.c2addon
CV - AI Behavior.c3addon
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Construct 2 Performance plugin. Manage game quality automatically and manually.
Self Function for objects to call themselves to extend further the eventsheet capabilities.
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