This talk is about Decima’s implementation of HTN. We will give a short history of our implementation and talk about how it integrates with the rest of our AI system. We compare it to behaviour trees and some other HTN implementations. We explain how our implementation performs backtracking (similar to Prolog) over preconditions and present a flow visualization which can help understand the backtracking flow, This talk will detail how that flow is realized in generated C++ and also touch on how we debug our HTN decompositions in-game.
Takeaways:
- Attendees will learn how HTN with backtracking can be realized in (generated) C++ code.
- Learn about a specific flow visualization (inspired by the “Byrd Box model” for Prolog) and how it can help understand backtracking flow.
- Learn how an HTN decomposition can be logged and how these logs can be displayed.