๐ŸŽฎ Unreal Engine์˜ Behavior Tree๋กœ AI ๊ตฌํ˜„ํ•˜๊ธฐ ๐Ÿค–

์ฝ˜ํ…์ธ  ๋Œ€ํ‘œ ์ด๋ฏธ์ง€ - ๐ŸŽฎ Unreal Engine์˜ Behavior Tree๋กœ AI ๊ตฌํ˜„ํ•˜๊ธฐ ๐Ÿค–

 

 

์•ˆ๋…•ํ•˜์„ธ์š”, ๊ฒŒ์ž„ ๊ฐœ๋ฐœ ๊ฟˆ๋‚˜๋ฌด๋“ค! ์˜ค๋Š˜์€ ์ •๋ง ํฅ๋ฏธ์ง„์ง„ํ•œ ์ฃผ์ œ๋กœ ์—ฌ๋Ÿฌ๋ถ„๊ณผ ํ•จ๊ป˜ํ•  ๊ฑฐ์˜ˆ์š”. ๋ฐ”๋กœ Unreal Engine์—์„œ Behavior Tree๋ฅผ ์‚ฌ์šฉํ•ด AI๋ฅผ ๊ตฌํ˜„ํ•˜๋Š” ๋ฐฉ๋ฒ•์— ๋Œ€ํ•ด ์•Œ์•„๋ณผ ๊ฑฐ๋ž๋‹ˆ๋‹ค. ์ด๊ฑฐ ์™„์ „ ์ฉ”์–ด์š”! ๐Ÿš€

์—ฌ๋Ÿฌ๋ถ„, ๊ฒŒ์ž„์—์„œ AI๊ฐ€ ์–ผ๋งˆ๋‚˜ ์ค‘์š”ํ•œ์ง€ ์•„์‹œ์ฃ ? ์ง„์งœ ๊ฒŒ์ž„์˜ ๊ฝƒ์ด๋ผ๊ณ  ํ•ด๋„ ๊ณผ์–ธ์ด ์•„๋‹ ์ •๋„์˜ˆ์š”. ํŠนํžˆ ์š”์ฆ˜ ๊ฐ™์€ ์‹œ๋Œ€์—๋Š” AI ์—†๋Š” ๊ฒŒ์ž„์„ ์ƒ์ƒ์ด๋‚˜ ํ•  ์ˆ˜ ์žˆ๋‚˜์š”? ใ…‹ใ…‹ใ…‹

๊ทธ๋Ÿฐ๋ฐ ์ด AI, ์–ด๋–ป๊ฒŒ ๋งŒ๋“ค์–ด์•ผ ํ• ์ง€ ๊ณ ๋ฏผ๋˜์‹œ์ฃ ? ๊ฑฑ์ • ๋งˆ์„ธ์š”! Unreal Engine์˜ Behavior Tree๊ฐ€ ์—ฌ๋Ÿฌ๋ถ„์˜ ๊ตฌ์›์ž๊ฐ€ ๋  ๊ฑฐ์˜ˆ์š”. ์ด ๊ฐ•๋ ฅํ•œ ๋„๊ตฌ๋ฅผ ์‚ฌ์šฉํ•˜๋ฉด, ์—ฌ๋Ÿฌ๋ถ„๋„ ๊ธˆ๋ฐฉ ํ”„๋กœ ๊ฐœ๋ฐœ์ž ๋ชป์ง€์•Š์€ AI๋ฅผ ๋งŒ๋“ค ์ˆ˜ ์žˆ์„ ๊ฑฐ์˜ˆ์š”. ์ง„์งœ์—์š”, ๋ฏฟ์–ด๋ณด์„ธ์š”! ๐Ÿ˜Ž

์ž, ๊ทธ๋Ÿผ ์ด์ œ๋ถ€ํ„ฐ Behavior Tree์˜ ์„ธ๊ณ„๋กœ ํ•จ๊ป˜ ๋– ๋‚˜๋ณผ๊นŒ์š”? ์ค€๋น„๋˜์…จ๋‚˜์š”? ๋ ˆ์ธ ๊ณ ~! ๐Ÿƒโ€โ™‚๏ธ๐Ÿ’จ

๐ŸŒณ Behavior Tree๋ž€ ๋ญ์•ผ? ๐Ÿค”

์ž, ์—ฌ๋Ÿฌ๋ถ„! Behavior Tree๊ฐ€ ๋ญ”์ง€ ์•„์„ธ์š”? ๋ชจ๋ฅด์…”๋„ ๊ดœ์ฐฎ์•„์š”. ์ง€๊ธˆ๋ถ€ํ„ฐ ์ฐจ๊ทผ์ฐจ๊ทผ ์„ค๋ช…ํ•ด๋“œ๋ฆด๊ฒŒ์š”. ๐Ÿ˜Š

Behavior Tree๋Š” ๋ง ๊ทธ๋Œ€๋กœ 'ํ–‰๋™ ํŠธ๋ฆฌ'์˜ˆ์š”. AI์˜ ํ–‰๋™์„ ๊ฒฐ์ •ํ•˜๋Š” ์˜์‚ฌ ๊ฒฐ์ • ํŠธ๋ฆฌ๋ผ๊ณ  ์ƒ๊ฐํ•˜์‹œ๋ฉด ๋ผ์š”. ์‰ฝ๊ฒŒ ๋งํ•ด, AI๊ฐ€ ์–ด๋–ค ์ƒํ™ฉ์—์„œ ์–ด๋–ป๊ฒŒ ํ–‰๋™ํ• ์ง€๋ฅผ ๊ฒฐ์ •ํ•˜๋Š” ์ฒด๊ณ„์ ์ธ ๋ฐฉ๋ฒ•์ด์—์š”.

Behavior Tree๋Š” ๊ฒŒ์ž„ AI ํ”„๋กœ๊ทธ๋ž˜๋ฐ์—์„œ ์ •๋ง ๋งŽ์ด ์‚ฌ์šฉ๋˜๋Š” ๊ธฐ๋ฒ•์ด์—์š”. ์™œ ๊ทธ๋Ÿด๊นŒ์š”? ๋ฐ”๋กœ AI์˜ ํ–‰๋™์„ ์‰ฝ๊ฒŒ ์„ค๊ณ„ํ•˜๊ณ  ๊ด€๋ฆฌํ•  ์ˆ˜ ์žˆ๊ธฐ ๋•Œ๋ฌธ์ด์ฃ !

๐Ÿ”‘ Behavior Tree์˜ ์žฅ์ :

  • ๋ณต์žกํ•œ AI ๋กœ์ง์„ ์‹œ๊ฐ์ ์œผ๋กœ ํ‘œํ˜„ํ•  ์ˆ˜ ์žˆ์–ด์š”.
  • AI์˜ ํ–‰๋™์„ ๋ชจ๋“ˆํ™”ํ•˜์—ฌ ์žฌ์‚ฌ์šฉ์„ฑ์„ ๋†’์ผ ์ˆ˜ ์žˆ์–ด์š”.
  • ๋””์ž์ด๋„ˆ์™€ ํ”„๋กœ๊ทธ๋ž˜๋จธ ๊ฐ„์˜ ํ˜‘์—…์„ ์‰ฝ๊ฒŒ ๋งŒ๋“ค์–ด์ค˜์š”.
  • ๋Ÿฐํƒ€์ž„์— AI์˜ ํ–‰๋™์„ ๋™์ ์œผ๋กœ ๋ณ€๊ฒฝํ•  ์ˆ˜ ์žˆ์–ด์š”.

์™€~ ์ด๋ ‡๊ฒŒ ๋ณด๋‹ˆ๊นŒ Behavior Tree ์ง„์งœ ๋Œ€๋‹จํ•˜์ฃ ? ๊ทผ๋ฐ ์ด๊ฒŒ ์–ด๋–ป๊ฒŒ ์ƒ๊ฒผ๋Š”์ง€ ๊ถ๊ธˆํ•˜์‹œ์ฃ ? ์ž, ํ•œ๋ฒˆ ๋ณผ๊นŒ์š”? ๐Ÿ‘€

Behavior Tree ๊ตฌ์กฐ ์˜ˆ์‹œ Root Sequence Selector Task 1 Task 2 Task 3 Task 4

์ด๊ฒŒ ๋ฐ”๋กœ Behavior Tree์˜ ๊ธฐ๋ณธ์ ์ธ ๊ตฌ์กฐ์˜ˆ์š”. ์–ด๋•Œ์š”? ์ƒ๊ฐ๋ณด๋‹ค ๋ณต์žกํ•ด ๋ณด์ด์ง€ ์•Š์ฃ ? ๐Ÿ˜‰

Behavior Tree๋Š” ํฌ๊ฒŒ ์„ธ ๊ฐ€์ง€ ์š”์†Œ๋กœ ๊ตฌ์„ฑ๋ผ์š”:

  • Root Node (๋ฃจํŠธ ๋…ธ๋“œ): ํŠธ๋ฆฌ์˜ ์‹œ์ž‘์ ์ด์—์š”. ๋ชจ๋“  ์‹คํ–‰์€ ์—ฌ๊ธฐ์„œ ์‹œ์ž‘ํ•ด์š”.
  • Composite Nodes (๋ณตํ•ฉ ๋…ธ๋“œ): Sequence๋‚˜ Selector ๊ฐ™์€ ๋…ธ๋“œ๋“ค์ด์—์š”. ์ž์‹ ๋…ธ๋“œ๋“ค์˜ ์‹คํ–‰ ์ˆœ์„œ๋ฅผ ๊ฒฐ์ •ํ•ด์š”.
  • Leaf Nodes (๋ฆฌํ”„ ๋…ธ๋“œ): ์‹ค์ œ ํ–‰๋™์„ ์ˆ˜ํ–‰ํ•˜๋Š” Task ๋…ธ๋“œ๋“ค์ด์—์š”.

์ด ๊ตฌ์กฐ๋ฅผ ์ด์šฉํ•˜๋ฉด ๋ณต์žกํ•œ AI ํ–‰๋™๋„ ์‰ฝ๊ฒŒ ์„ค๊ณ„ํ•  ์ˆ˜ ์žˆ์–ด์š”. ์˜ˆ๋ฅผ ๋“ค์–ด, "์ ์„ ๋ฐœ๊ฒฌํ•˜๋ฉด ๊ณต๊ฒฉํ•˜๊ณ , ๊ทธ๋ ‡์ง€ ์•Š์œผ๋ฉด ์ˆœ์ฐฐํ•˜๊ธฐ"์™€ ๊ฐ™์€ ํ–‰๋™์„ ์‰ฝ๊ฒŒ ๋งŒ๋“ค ์ˆ˜ ์žˆ์ฃ .

์—ฌ๊ธฐ์„œ ์ž ๊น! ๐Ÿ–๏ธ Behavior Tree๋ฅผ ์ด์šฉํ•œ AI ๊ฐœ๋ฐœ, ์–ด๋””์„œ ๋ฐฐ์šธ ์ˆ˜ ์žˆ์„๊นŒ ๊ณ ๋ฏผ๋˜์‹œ๋‚˜์š”? ๊ทธ๋Ÿด ๋• ์žฌ๋Šฅ๋„ท์„ ํ™œ์šฉํ•ด๋ณด์„ธ์š”! ์žฌ๋Šฅ๋„ท์—์„œ๋Š” ๊ฒŒ์ž„ ๊ฐœ๋ฐœ ์ „๋ฌธ๊ฐ€๋“ค์˜ ๋…ธํ•˜์šฐ๋ฅผ ์‰ฝ๊ฒŒ ๋ฐฐ์šธ ์ˆ˜ ์žˆ๋‹ต๋‹ˆ๋‹ค. Unreal Engine ์ „๋ฌธ๊ฐ€๋“ค์˜ ๊ฐ•์˜๋ฅผ ๋“ค์œผ๋ฉด, ์—ฌ๋Ÿฌ๋ถ„๋„ ๊ธˆ๋ฐฉ AI ๋งˆ์Šคํ„ฐ๊ฐ€ ๋  ์ˆ˜ ์žˆ์„ ๊ฑฐ์˜ˆ์š”! ๐Ÿ˜Ž

์ž, ์ด์ œ Behavior Tree๊ฐ€ ๋ญ”์ง€ ๋Œ€์ถฉ ๊ฐ์ด ์˜ค์‹œ์ฃ ? ๊ทธ๋Ÿผ ์ด์ œ Unreal Engine์—์„œ ์–ด๋–ป๊ฒŒ ์ด๊ฑธ ์‚ฌ์šฉํ•˜๋Š”์ง€ ์•Œ์•„๋ณผ๊นŒ์š”? ๋‹ค์Œ ์„น์…˜์—์„œ ์ž์„ธํžˆ ์„ค๋ช…ํ•ด๋“œ๋ฆด๊ฒŒ์š”. ๊ธฐ๋Œ€๋˜์ง€ ์•Š๋‚˜์š”? ์ €๋Š” ๋„ˆ๋ฌด ์‹ ๋‚˜์š”! ๐ŸŽ‰

๐Ÿ› ๏ธ Unreal Engine์—์„œ Behavior Tree ์‹œ์ž‘ํ•˜๊ธฐ ๐Ÿš€

์ž, ์ด์ œ ๋ณธ๊ฒฉ์ ์œผ๋กœ Unreal Engine์—์„œ Behavior Tree๋ฅผ ์‚ฌ์šฉํ•ด๋ณผ ๊ฑฐ์˜ˆ์š”. ๊ธด์žฅ๋˜๋‚˜์š”? ๊ฑฑ์ • ๋งˆ์„ธ์š”, ์ œ๊ฐ€ ์นœ์ ˆํ•˜๊ฒŒ ์„ค๋ช…ํ•ด๋“œ๋ฆด๊ฒŒ์š”! ๐Ÿ˜Š

๋จผ์ €, Unreal Engine์„ ์‹คํ–‰ํ•˜๊ณ  ์ƒˆ ํ”„๋กœ์ ํŠธ๋ฅผ ๋งŒ๋“ค์–ด์ฃผ์„ธ์š”. 3์ธ์นญ ํ…œํ”Œ๋ฆฟ์œผ๋กœ ์‹œ์ž‘ํ•˜๋ฉด ์ข‹์•„์š”. ์™œ๋ƒ๊ณ ์š”? AI ์บ๋ฆญํ„ฐ๋ฅผ ์‰ฝ๊ฒŒ ๋งŒ๋“ค ์ˆ˜ ์žˆ๊ฑฐ๋“ ์š”!

์ž, ์ด์ œ ์ฐจ๊ทผ์ฐจ๊ทผ ๋”ฐ๋ผํ•ด๋ณผ๊นŒ์š”?

๐Ÿ”ง Behavior Tree ๊ตฌํ˜„ ๋‹จ๊ณ„:

  1. AI Controller ์ƒ์„ฑํ•˜๊ธฐ
  2. Behavior Tree ์—์…‹ ๋งŒ๋“ค๊ธฐ
  3. Blackboard ์„ค์ •ํ•˜๊ธฐ
  4. Task์™€ Decorator ๋งŒ๋“ค๊ธฐ
  5. Behavior Tree ๊ตฌ์„ฑํ•˜๊ธฐ

1. AI Controller ์ƒ์„ฑํ•˜๊ธฐ ๐ŸŽฎ

AI Controller๋Š” AI ์บ๋ฆญํ„ฐ์˜ '๋‘๋‡Œ' ์—ญํ• ์„ ํ•ด์š”. ์ด๊ฑธ ๋จผ์ € ๋งŒ๋“ค์–ด์•ผ ํ•ด์š”!

Content Browser์—์„œ ์šฐํด๋ฆญ โ†’ New C++ Class โ†’ AIController๋ฅผ ์„ ํƒํ•˜๊ณ  ์ด๋ฆ„์„ ์ง€์–ด์ฃผ์„ธ์š”. ์ €๋Š” 'MyAIController'๋ผ๊ณ  ํ• ๊ฒŒ์š”.


// MyAIController.h
#include "CoreMinimal.h"
#include "AIController.h"
#include "MyAIController.generated.h"

UCLASS()
class MYPROJECT_API AMyAIController : public AAIController
{
    GENERATED_BODY()

public:
    AMyAIController();

    virtual void BeginPlay() override;
};

// MyAIController.cpp
#include "MyAIController.h"

AMyAIController::AMyAIController()
{
}

void AMyAIController::BeginPlay()
{
    Super::BeginPlay();
    
    // ์—ฌ๊ธฐ์— Behavior Tree ์‹คํ–‰ ์ฝ”๋“œ๋ฅผ ์ถ”๊ฐ€ํ•  ๊ฑฐ์˜ˆ์š”!
}

์™€์šฐ! ์ด์ œ AI Controller๊ฐ€ ์ƒ๊ฒผ์–ด์š”. ๊ทผ๋ฐ ์ด๊ฒŒ ๋‹ค๊ฐ€ ์•„๋‹ˆ์—์š”. ์ด์ œ ์‹ค์ œ๋กœ AI์˜ ํ–‰๋™์„ ๊ฒฐ์ •ํ•  Behavior Tree๋ฅผ ๋งŒ๋“ค์–ด๋ณผ๊นŒ์š”? ๐Ÿ˜Ž

2. Behavior Tree ์—์…‹ ๋งŒ๋“ค๊ธฐ ๐ŸŒณ

Content Browser์—์„œ ์šฐํด๋ฆญ โ†’ Artificial Intelligence โ†’ Behavior Tree๋ฅผ ์„ ํƒํ•˜์„ธ์š”. ์ด๋ฆ„์€ 'MyBT'๋ผ๊ณ  ์ง€์–ด๋ณผ๊ฒŒ์š”.

๋™์‹œ์— Blackboard๋„ ๋งŒ๋“ค์–ด์ฃผ์„ธ์š”. Blackboard๋Š” AI๊ฐ€ ์‚ฌ์šฉํ•  ๋ฐ์ดํ„ฐ๋ฅผ ์ €์žฅํ•˜๋Š” ๊ณณ์ด์—์š”. Content Browser์—์„œ ์šฐํด๋ฆญ โ†’ Artificial Intelligence โ†’ Blackboard๋ฅผ ์„ ํƒํ•˜๊ณ  'MyBB'๋ผ๊ณ  ์ด๋ฆ„ ์ง€์–ด์ฃผ์„ธ์š”.

์ด์ œ ๊ธฐ๋ณธ์ ์ธ ๊ตฌ์กฐ๊ฐ€ ๋งŒ๋“ค์–ด์กŒ์–ด์š”! ๊ทผ๋ฐ ์•„์ง ์•„๋ฌด๊ฒƒ๋„ ์—†๋Š” ๋นˆ ๊ป๋ฐ๊ธฐ์ฃ ? ๊ฑฑ์ • ๋งˆ์„ธ์š”, ์ด์ œ๋ถ€ํ„ฐ ํ•˜๋‚˜์”ฉ ์ฑ„์›Œ๋‚˜๊ฐˆ ๊ฑฐ์˜ˆ์š”.

3. Blackboard ์„ค์ •ํ•˜๊ธฐ ๐Ÿ“‹

Blackboard๋ฅผ ๋”๋ธ”ํด๋ฆญํ•ด์„œ ์—ด์–ด๋ณด์„ธ์š”. ์—ฌ๊ธฐ์— AI๊ฐ€ ์‚ฌ์šฉํ•  ๋ณ€์ˆ˜๋“ค์„ ์ถ”๊ฐ€ํ•  ๊ฑฐ์˜ˆ์š”.

  • Vector ํƒ€์ž…์˜ 'TargetLocation' ์ถ”๊ฐ€ (AI๊ฐ€ ์ด๋™ํ•  ๋ชฉํ‘œ ์œ„์น˜)
  • Bool ํƒ€์ž…์˜ 'CanSeePlayer' ์ถ”๊ฐ€ (ํ”Œ๋ ˆ์ด์–ด๋ฅผ ๋ณผ ์ˆ˜ ์žˆ๋Š”์ง€ ์—ฌ๋ถ€)

์ด๋ ‡๊ฒŒ ํ•˜๋ฉด AI๊ฐ€ ์‚ฌ์šฉํ•  ๊ธฐ๋ณธ์ ์ธ ๋ฐ์ดํ„ฐ๊ฐ€ ์ค€๋น„๋์–ด์š”. ๊ทผ์‚ฌํ•˜์ฃ ? ๐Ÿ˜„

4. Task์™€ Decorator ๋งŒ๋“ค๊ธฐ ๐Ÿ› ๏ธ

์ด์ œ ์ง„์งœ ์žฌ๋ฏธ์žˆ๋Š” ๋ถ€๋ถ„์ด์—์š”! AI์˜ ์‹ค์ œ ํ–‰๋™์„ ์ •์˜ํ•˜๋Š” Task์™€ ์กฐ๊ฑด์„ ์ฒดํฌํ•˜๋Š” Decorator๋ฅผ ๋งŒ๋“ค์–ด๋ณผ ๊ฑฐ์˜ˆ์š”.

๋จผ์ € ๊ฐ„๋‹จํ•œ Task๋ถ€ํ„ฐ ๋งŒ๋“ค์–ด๋ณผ๊นŒ์š”? 'MoveToTarget'์ด๋ผ๋Š” Task๋ฅผ ๋งŒ๋“ค์–ด๋ด์š”.


// MoveToTarget.h
#include "CoreMinimal.h"
#include "BehaviorTree/BTTaskNode.h"
#include "MoveToTarget.generated.h"

UCLASS()
class MYPROJECT_API UMoveToTarget : public UBTTaskNode
{
    GENERATED_BODY()

public:
    virtual EBTNodeResult::Type ExecuteTask(UBehaviorTreeComponent& OwnerComp, uint8* NodeMemory) override;
};

// MoveToTarget.cpp
#include "MoveToTarget.h"
#include "BehaviorTree/BlackboardComponent.h"
#include "AIController.h"

EBTNodeResult::Type UMoveToTarget::ExecuteTask(UBehaviorTreeComponent& OwnerComp, uint8* NodeMemory)
{
    AAIController* AIController = OwnerComp.GetAIOwner();
    if (AIController == nullptr) return EBTNodeResult::Failed;

    UBlackboardComponent* BlackboardComp = OwnerComp.GetBlackboardComponent();
    if (BlackboardComp == nullptr) return EBTNodeResult::Failed;

    FVector TargetLocation = BlackboardComp->GetValueAsVector("TargetLocation");
    
    AIController->MoveToLocation(TargetLocation, 5.0f);

    return EBTNodeResult::Succeeded;
}

์šฐ์™€~ ์ด์ œ AI๊ฐ€ ๋ชฉํ‘œ ์ง€์ ์œผ๋กœ ์ด๋™ํ•  ์ˆ˜ ์žˆ๊ฒŒ ๋์–ด์š”! ๐Ÿ‘

๋‹ค์Œ์œผ๋กœ 'CanSeePlayer'๋ผ๋Š” Decorator๋ฅผ ๋งŒ๋“ค์–ด๋ณผ๊นŒ์š”?


// CanSeePlayer.h
#include "CoreMinimal.h"
#include "BehaviorTree/BTDecorator.h"
#include "CanSeePlayer.generated.h"

UCLASS()
class MYPROJECT_API UCanSeePlayer : public UBTDecorator
{
    GENERATED_BODY()

public:
    virtual bool CalculateRawConditionValue(UBehaviorTreeComponent& OwnerComp, uint8* NodeMemory) const override;
};

// CanSeePlayer.cpp
#include "CanSeePlayer.h"
#include "BehaviorTree/BlackboardComponent.h"
#include "AIController.h"
#include "Kismet/GameplayStatics.h"

bool UCanSeePlayer::CalculateRawConditionValue(UBehaviorTreeComponent& OwnerComp, uint8* NodeMemory) const
{
    AAIController* AIController = OwnerComp.GetAIOwner();
    if (AIController == nullptr) return false;

    APawn* AIPawn = AIController->GetPawn();
    if (AIPawn == nullptr) return false;

    APawn* PlayerPawn = UGameplayStatics::GetPlayerPawn(GetWorld(), 0);
    if (PlayerPawn == nullptr) return false;

    FVector PlayerLocation = PlayerPawn->GetActorLocation();
    FVector AILocation = AIPawn->GetActorLocation();

    FHitResult HitResult;
    FCollisionQueryParams QueryParams;
    QueryParams.AddIgnoredActor(AIPawn);

    bool bHasLineOfSight = GetWorld()->LineTraceSingleByChannel(HitResult, AILocation, PlayerLocation, ECC_Visibility, QueryParams);

    return bHasLineOfSight;
}

๋Œ€๋ฐ•! ์ด์ œ AI๊ฐ€ ํ”Œ๋ ˆ์ด์–ด๋ฅผ ๋ณผ ์ˆ˜ ์žˆ๋Š”์ง€ ์ฒดํฌํ•  ์ˆ˜ ์žˆ์–ด์š”. ์ด ์ •๋„๋ฉด ๊ธฐ๋ณธ์ ์ธ AI ํ–‰๋™์„ ๋งŒ๋“ค ์ค€๋น„๊ฐ€ ๋‹ค ๋๋„ค์š”! ๐Ÿ˜Ž

5. Behavior Tree ๊ตฌ์„ฑํ•˜๊ธฐ ๐Ÿงฉ

์ž, ์ด์ œ ๋ชจ๋“  ์ค€๋น„๊ฐ€ ๋๋‚ฌ์–ด์š”. Behavior Tree๋ฅผ ์—ด๊ณ  ๋…ธ๋“œ๋“ค์„ ์ถ”๊ฐ€ํ•ด๋ณผ๊นŒ์š”?

  • Root ๋…ธ๋“œ ์ถ”๊ฐ€
  • Selector ๋…ธ๋“œ ์ถ”๊ฐ€ (Root์˜ ์ž์‹์œผ๋กœ)
  • Sequence ๋…ธ๋“œ ๋‘ ๊ฐœ ์ถ”๊ฐ€ (Selector์˜ ์ž์‹์œผ๋กœ)
  • ์ฒซ ๋ฒˆ์งธ Sequence์— 'CanSeePlayer' Decorator์™€ 'MoveToTarget' Task ์ถ”๊ฐ€
  • ๋‘ ๋ฒˆ์งธ Sequence์— 'Patrol' Task ์ถ”๊ฐ€ (์ด๊ฑด ์—ฌ๋Ÿฌ๋ถ„์ด ์ง์ ‘ ๋งŒ๋“ค์–ด๋ณด์„ธ์š”! ํžŒํŠธ: ๋žœ๋คํ•œ ์œ„์น˜๋กœ ์ด๋™ํ•˜๋Š” Task์˜ˆ์š”)

์™€~ ์ •๋ง ๋Œ€๋‹จํ•ด์š”! ์ด์ œ ๊ธฐ๋ณธ์ ์ธ AI ํ–‰๋™์ด ์™„์„ฑ๋์–ด์š”. ํ”Œ๋ ˆ์ด์–ด๋ฅผ ๋ณผ ์ˆ˜ ์žˆ์œผ๋ฉด ๋”ฐ๋ผ๊ฐ€๊ณ , ๊ทธ๋ ‡์ง€ ์•Š์œผ๋ฉด ์ˆœ์ฐฐํ•˜๋Š” AI๊ฐ€ ๋งŒ๋“ค์–ด์กŒ์–ด์š”! ๐Ÿ‘๐Ÿ‘๐Ÿ‘

์—ฌ๊ธฐ์„œ ์ž ๊น! ๐Ÿ–๏ธ AI ๊ฐœ๋ฐœ์ด ์ƒ๊ฐ๋ณด๋‹ค ๋ณต์žกํ•˜๊ณ  ์–ด๋ ต๊ฒŒ ๋Š๊ปด์ง€๋‚˜์š”? ๊ทธ๋Ÿด ๋•Œ๋งˆ๋‹ค ์žฌ๋Šฅ๋„ท์„ ๋– ์˜ฌ๋ ค๋ณด์„ธ์š”. ์žฌ๋Šฅ๋„ท์—์„œ๋Š” ์ด๋Ÿฐ ๋ณต์žกํ•œ ๊ฐœ๋ฐœ ๊ณผ์ •์„ ์‰ฝ๊ฒŒ ์„ค๋ช…ํ•ด์ฃผ๋Š” ์ „๋ฌธ๊ฐ€๋“ค์˜ ๊ฐ•์˜๋ฅผ ๋“ค์„ ์ˆ˜ ์žˆ์–ด์š”. ์–ด๋ ค์šด ๋ถ€๋ถ„์ด ์žˆ๋‹ค๋ฉด, ์žฌ๋Šฅ๋„ท์˜ ๋„์›€์„ ๋ฐ›์•„๋ณด๋Š” ๊ฒƒ๋„ ์ข‹์€ ๋ฐฉ๋ฒ•์ด์—์š”! ๐Ÿ˜‰

์ž, ์ด์ œ ๊ธฐ๋ณธ์ ์ธ Behavior Tree ๊ตฌํ˜„์ด ๋๋‚ฌ์–ด์š”. ์–ด๋•Œ์š”? ์ƒ๊ฐ๋ณด๋‹ค ์–ด๋ ต์ง€ ์•Š์ฃ ? ์ด์ œ ์ด๊ฑธ ๋ฐ”ํƒ•์œผ๋กœ ๋” ๋ณต์žกํ•˜๊ณ  ์žฌ๋ฏธ์žˆ๋Š” AI๋ฅผ ๋งŒ๋“ค ์ˆ˜ ์žˆ์„ ๊ฑฐ์˜ˆ์š”. ๋‹ค์Œ ์„น์…˜์—์„œ๋Š” ์ด AI๋ฅผ ๋” ๋ฐœ์ „์‹œ์ผœ๋ณผ ๊ฑฐ์˜ˆ์š”. ๊ธฐ๋Œ€๋˜์ง€ ์•Š๋‚˜์š”? ์ €๋Š” ๋„ˆ๋ฌด ์‹ ๋‚˜์š”! ๐ŸŽ‰๐ŸŽ‰๐ŸŽ‰

๐Ÿš€ Behavior Tree ๊ณ ๊ธ‰ ๊ธฐ๋Šฅ ํ™œ์šฉํ•˜๊ธฐ ๐Ÿ’ก

์—ฌ๋Ÿฌ๋ถ„, ์ง€๊ธˆ๊นŒ์ง€ ์ •๋ง ์ž˜ ๋”ฐ๋ผ์˜ค์…จ์–ด์š”! ๐Ÿ‘ ์ด์ œ ์šฐ๋ฆฌ๋Š” ๊ธฐ๋ณธ์ ์ธ Behavior Tree๋ฅผ ๋งŒ๋“ค ์ˆ˜ ์žˆ๊ฒŒ ๋์ฃ . ํ•˜์ง€๋งŒ ์—ฌ๊ธฐ์„œ ๋ฉˆ์ถ”๋ฉด ์•ˆ ๋ผ์š”. ๋” ๋ฉ‹์ง„ AI๋ฅผ ๋งŒ๋“ค์–ด๋ณผ ๊ฑฐ์˜ˆ์š”. ์ค€๋น„๋˜์…จ๋‚˜์š”? ๐Ÿ˜Ž

1. ๋ณ‘๋ ฌ ์‹คํ–‰ (Parallel Execution) ๐Ÿƒโ€โ™‚๏ธ๐Ÿƒโ€โ™€๏ธ

Behavior Tree์˜ ๊ฐ•๋ ฅํ•œ ๊ธฐ๋Šฅ ์ค‘ ํ•˜๋‚˜๋Š” ๋ฐ”๋กœ ๋ณ‘๋ ฌ ์‹คํ–‰์ด์—์š”. ์—ฌ๋Ÿฌ ์ž‘์—…์„ ๋™์‹œ์— ์ˆ˜ํ–‰ํ•  ์ˆ˜ ์žˆ๋‹ค๋Š” ๊ฑฐ์ฃ !

์˜ˆ๋ฅผ ๋“ค์–ด, AI๊ฐ€ ์ด๋™ํ•˜๋ฉด์„œ ๋™์‹œ์— ์ฃผ๋ณ€์„ ์‚ดํŽด๋ณผ ์ˆ˜ ์žˆ์–ด์š”. ์–ด๋–ป๊ฒŒ ๊ตฌํ˜„ํ•  ์ˆ˜ ์žˆ์„๊นŒ์š”?


// LookAround.h
#include "CoreMinimal.h"
#include "BehaviorTree/BTTaskNode.h"
#include "LookAround.generated.h"

UCLASS()
class MYPROJECT_API ULookAround : public UBTTaskNode
{
    GENERATED_BODY()

public:
    virtual EBTNodeResult::Type ExecuteTask(UBehaviorTreeComponent& OwnerComp, uint8* NodeMemory) override;
    virtual void TickTask(UBehaviorTreeComponent& OwnerComp, uint8* NodeMemory, float DeltaSeconds) override;

    UPROPERTY(EditAnywhere, Category = "AI")
    float RotationSpeed = 60.0f;
};

// LookAround.cpp
#include "LookAround.h"
#include "AIController.h"

EBTNodeResult::Type ULookAround::ExecuteTask(UBehaviorTreeComponent& OwnerComp, uint8* NodeMemory)
{
    // ํƒœ์Šคํฌ ์‹œ์ž‘
    return EBTNodeResult::InProgress;
}

void ULookAround::TickTask(UBehaviorTreeComponent& OwnerComp, uint8* NodeMemory, float DeltaSeconds)
{
    AAIController* AIController = OwnerComp.GetAIOwner();
    if (AIController == nullptr) return;

    APawn* AIPawn = AIController->GetPawn();
    if (AIPawn == nullptr) return;

    // AI๋ฅผ ์ฒœ์ฒœํžˆ ํšŒ์ „์‹œํ‚ต๋‹ˆ๋‹ค.
    FRotator NewRotation = AIPawn->GetActorRotation();
    NewRotation.Yaw += RotationSpeed * DeltaSeconds;
    AIPawn->SetActorRotation(NewRotation);
}

์ด์ œ ์ด Task๋ฅผ Parallel ๋…ธ๋“œ ์•„๋ž˜์— MoveToTarget๊ณผ ํ•จ๊ป˜ ๋„ฃ์œผ๋ฉด, AI๊ฐ€ ์ด๋™ํ•˜๋ฉด์„œ ๋™์‹œ์— ์ฃผ๋ณ€์„ ๋‘˜๋Ÿฌ๋ณผ ๊ฑฐ์˜ˆ์š”. ๋ฉ‹์ง€์ฃ ? ๐Ÿ˜ฎ

2. ์„œ๋น„์Šค (Services) ํ™œ์šฉํ•˜๊ธฐ ๐Ÿ› ๏ธ

์„œ๋น„์Šค๋Š” ์ฃผ๊ธฐ์ ์œผ๋กœ ์‹คํ–‰๋˜๋Š” ๋…ธ๋“œ์˜ˆ์š”. ์˜ˆ๋ฅผ ๋“ค์–ด, ํ”Œ๋ ˆ์ด์–ด์˜ ์œ„์น˜๋ฅผ ๊ณ„์† ์—…๋ฐ์ดํŠธํ•˜๋Š” ์„œ๋น„์Šค๋ฅผ ๋งŒ๋“ค์–ด๋ณผ๊นŒ์š”?


// UpdatePlayerLocation.h
#include "CoreMinimal.h"
#include "BehaviorTree/BTService.h"
#include "UpdatePlayerLocation.generated.h"

UCLASS()
class MYPROJECT_API UUpdatePlayerLocation : public UBTService
{
    GENERATED_BODY()

public:
    UUpdatePlayerLocation();

protected:
    virtual void TickNode(UBehaviorTreeComponent& OwnerComp, uint8* NodeMemory, float DeltaSeconds) override;
};

// UpdatePlayerLocation.cpp
#include "UpdatePlayerLocation.h"
#include "BehaviorTree/BlackboardComponent.h"
#include "Kismet/GameplayStatics.h"

UUpdatePlayerLocation::UUpdatePlayerLocation()
{
    NodeName = "Update Player Location";
    Interval = 0.5f;  // 0.5์ดˆ๋งˆ๋‹ค ์‹คํ–‰
}

void UUpdatePlayerLocation::TickNode(UBehaviorTreeComponent& OwnerComp, uint8* NodeMemory, float DeltaSeconds)
{
    Super::TickNode(OwnerComp, NodeMemory, DeltaSeconds);

    APawn* PlayerPawn = UGameplayStatics::GetPlayerPawn(GetWorld(), 0);
    if (PlayerPawn == nullptr) return;

    OwnerComp.GetBlackboardComponent()->SetValueAsVector("PlayerLocation", PlayerPawn->GetActorLocation());
}

์ด ์„œ๋น„์Šค๋ฅผ Behavior Tree์˜ ๋ฃจํŠธ ๋…ธ๋“œ์— ์ถ”๊ฐ€ํ•˜๋ฉด, AI๊ฐ€ ํ•ญ์ƒ ์ตœ์‹  ํ”Œ๋ ˆ์ด์–ด ์œ„์น˜๋ฅผ ์•Œ ์ˆ˜ ์žˆ์–ด์š”. ์™„์ „ ๋˜‘๋˜‘ํ•ด์กŒ์ฃ ? ๐Ÿง 

3. ๋ฐ์ฝ”๋ ˆ์ดํ„ฐ (Decorators) ์‹ฌํ™” ๐ŸŽญ

์šฐ๋ฆฌ๊ฐ€ ์ด์ „์— ๋งŒ๋“  CanSeePlayer ๋ฐ์ฝ”๋ ˆ์ดํ„ฐ๋ฅผ ์ข€ ๋” ๋ฐœ์ „์‹œ์ผœ๋ณผ๊นŒ์š”? ์ด๋ฒˆ์—๋Š” ์‹œ์•ผ ๊ฐ๋„์™€ ๊ฑฐ๋ฆฌ๋ฅผ ๊ณ ๋ คํ•ด๋ณผ๊ฒŒ์š”.


// AdvancedCanSeePlayer.h
#include "CoreMinimal.h"
#include "BehaviorTree/BTDecorator.h"
#include "AdvancedCanSeePlayer.generated.h"

UCLASS()
class MYPROJECT_API UAdvancedCanSeePlayer : public UBTDecorator
{
    GENERATED_BODY()

public:
    virtual bool CalculateRawConditionValue(UBehaviorTreeComponent& OwnerComp, uint8* NodeMemory) const override;

    UPROPERTY(EditAnywhere, Category = "AI")
    float ViewAngle = 60.0f;

    UPROPERTY(EditAnywhere, Category = "AI")
    float ViewDistance = 1000.0f;
};

// AdvancedCanSeePlayer.cpp
#include "AdvancedCanSeePlayer.h"
#include "BehaviorTree/BlackboardComponent.h"
#include "AIController.h"
#include "Kismet/GameplayStatics.h"
#include "DrawDebugHelpers.h"

bool UAdvancedCanSeePlayer::CalculateRawConditionValue(UBehaviorTreeComponent& OwnerComp, uint8* NodeMemory) const
{
    AAIController* AIController = OwnerComp.GetAIOwner();
    if (AIController == nullptr) return false;

    APawn* AIPawn = AIController->GetPawn();
    if (AIPawn == nullptr) return false;

    APawn* PlayerPawn = UGameplayStatics::GetPlayerPawn(GetWorld(), 0);
    if (PlayerPawn == nullptr) return false;

    FVector AILocation = AIPawn->GetActorLocation();
    FVector PlayerLocation = PlayerPawn->GetActorLocation();

    // ๊ฑฐ๋ฆฌ ์ฒดํฌ
    if (FVector::Dist(AILocation, PlayerLocation) > ViewDistance)
        return false;

    // ๊ฐ๋„ ์ฒดํฌ
    FVector AIForward = AIPawn->GetActorForwardVector();
    FVector AIToPlayer = (PlayerLocation - AILocation).GetSafeNormal();

    float AngleBetween = FMath  ::RadiansToDegrees(FMath::Acos(FVector::DotProduct(AIForward, AIToPlayer)));

    if (AngleBetween > ViewAngle / 2.0f)
        return false;

    // ์‹œ์•ผ ์ฐจ๋‹จ ์ฒดํฌ
    FHitResult HitResult;
    FCollisionQueryParams QueryParams;
    QueryParams.AddIgnoredActor(AIPawn);

    bool bHasLineOfSight = !GetWorld()->LineTraceSingleByChannel(HitResult, AILocation, PlayerLocation, ECC_Visibility, QueryParams);

    // ๋””๋ฒ„๊ทธ ์‹œ๊ฐํ™” (์„ ํƒ์‚ฌํ•ญ)
    #if WITH_EDITOR
    DrawDebugLine(GetWorld(), AILocation, PlayerLocation, bHasLineOfSight ? FColor::Green : FColor::Red, false, 0.1f);
    #endif

    return bHasLineOfSight;
}

์™€์šฐ! ์ด์ œ AI๋Š” ์ง„์งœ ๋ˆˆ์ด ๋‹ฌ๋ฆฐ ๊ฒƒ์ฒ˜๋Ÿผ ํ–‰๋™ํ•  ๊ฑฐ์˜ˆ์š”. ์‹œ์•ผ๊ฐ๊ณผ ๊ฑฐ๋ฆฌ๋ฅผ ๊ณ ๋ คํ•ด์„œ ํ”Œ๋ ˆ์ด์–ด๋ฅผ ๊ฐ์ง€ํ•˜๋‹ˆ๊นŒ์š”. ๐Ÿ˜Ž

4. ์กฐ๊ฑด๋ถ€ ์ค‘๋‹จ (Conditional Abort) ๐Ÿšฆ

Behavior Tree์˜ ๋˜ ๋‹ค๋ฅธ ๊ฐ•๋ ฅํ•œ ๊ธฐ๋Šฅ์€ ์กฐ๊ฑด๋ถ€ ์ค‘๋‹จ์ด์—์š”. ์˜ˆ๋ฅผ ๋“ค์–ด, AI๊ฐ€ ์ˆœ์ฐฐ ์ค‘์— ๊ฐ‘์ž๊ธฐ ํ”Œ๋ ˆ์ด์–ด๋ฅผ ๋ฐœ๊ฒฌํ•˜๋ฉด ์ฆ‰์‹œ ์ถ”๊ฒฉ์œผ๋กœ ์ „ํ™˜ํ•  ์ˆ˜ ์žˆ์ฃ .

์ด๋ฅผ ์œ„ํ•ด ์šฐ๋ฆฌ์˜ Selector ๋…ธ๋“œ์— 'Abort Self'๋‚˜ 'Abort Lower Priority' ์˜ต์…˜์„ ์„ค์ •ํ•  ์ˆ˜ ์žˆ์–ด์š”. ์ด๋ ‡๊ฒŒ ํ•˜๋ฉด ์กฐ๊ฑด์ด ๋ฐ”๋€Œ์—ˆ์„ ๋•Œ ํ˜„์žฌ ์‹คํ–‰ ์ค‘์ธ ์ž‘์—…์„ ์ค‘๋‹จํ•˜๊ณ  ๋‹ค๋ฅธ ์ž‘์—…์œผ๋กœ ์ „ํ™˜ํ•  ์ˆ˜ ์žˆ์ฃ .

Behavior Tree ์—๋””ํ„ฐ์—์„œ Selector ๋…ธ๋“œ๋ฅผ ์„ ํƒํ•˜๊ณ  Details ํŒจ๋„์—์„œ ์ด ์˜ต์…˜์„ ์„ค์ •ํ•ด๋ณด์„ธ์š”. ๋†€๋ผ์šด ๋ณ€ํ™”๋ฅผ ๊ฒฝํ—˜ํ•˜์‹ค ์ˆ˜ ์žˆ์„ ๊ฑฐ์˜ˆ์š”! ๐ŸŽญ

5. ๋ธ”๋ž™๋ณด๋“œ ํ™œ์šฉํ•˜๊ธฐ ๐Ÿ“‹

๋ธ”๋ž™๋ณด๋“œ๋ฅผ ๋” ํšจ๊ณผ์ ์œผ๋กœ ํ™œ์šฉํ•ด๋ณผ๊นŒ์š”? AI์˜ ์ƒํƒœ๋ฅผ ๋‚˜ํƒ€๋‚ด๋Š” ์—ด๊ฑฐํ˜• ๋ณ€์ˆ˜๋ฅผ ์ถ”๊ฐ€ํ•ด๋ด์š”.


// AIState ์—ด๊ฑฐํ˜• ์ •์˜ (ํ—ค๋” ํŒŒ์ผ์—)
UENUM(BlueprintType)
enum class EAIState : uint8
{
    Idle,
    Patrolling,
    Chasing,
    Attacking
};

// ๋ธ”๋ž™๋ณด๋“œ์— AIState ํ‚ค ์ถ”๊ฐ€

์ด์ œ AI์˜ ์ƒํƒœ์— ๋”ฐ๋ผ ๋‹ค๋ฅธ ํ–‰๋™์„ ์ทจํ•˜๋„๋ก Behavior Tree๋ฅผ ๊ตฌ์„ฑํ•  ์ˆ˜ ์žˆ์–ด์š”. ์˜ˆ๋ฅผ ๋“ค์–ด:

  • Idle ์ƒํƒœ์ผ ๋•Œ๋Š” ์ œ์ž๋ฆฌ์—์„œ ์ฃผ๋ณ€์„ ์‚ดํŽด๋ด์š”.
  • Patrolling ์ƒํƒœ์ผ ๋•Œ๋Š” ์ •ํ•ด์ง„ ๊ฒฝ๋กœ๋ฅผ ๋”ฐ๋ผ ์ด๋™ํ•ด์š”.
  • Chasing ์ƒํƒœ์ผ ๋•Œ๋Š” ํ”Œ๋ ˆ์ด์–ด๋ฅผ ์ซ“์•„๊ฐ€์š”.
  • Attacking ์ƒํƒœ์ผ ๋•Œ๋Š” ๊ณต๊ฒฉ ์• ๋‹ˆ๋ฉ”์ด์…˜์„ ์žฌ์ƒํ•˜๊ณ  ๋ฐ๋ฏธ์ง€๋ฅผ ์ค˜์š”.

์ด๋ ‡๊ฒŒ ํ•˜๋ฉด AI์˜ ํ–‰๋™์ด ํ›จ์”ฌ ๋” ๋‹ค์–‘ํ•˜๊ณ  ์ž์—ฐ์Šค๋Ÿฌ์›Œ์งˆ ๊ฑฐ์˜ˆ์š”! ๐Ÿ‘

๋งˆ๋ฌด๋ฆฌ ๐ŸŽ‰

์—ฌ๋Ÿฌ๋ถ„, ์ •๋ง ๋Œ€๋‹จํ•ด์š”! ์ด์ œ ์—ฌ๋Ÿฌ๋ถ„์€ Unreal Engine์˜ Behavior Tree๋ฅผ ํ™œ์šฉํ•ด ๋ณต์žกํ•˜๊ณ  ์ง€๋Šฅ์ ์ธ AI๋ฅผ ๋งŒ๋“ค ์ˆ˜ ์žˆ๊ฒŒ ๋์–ด์š”. ์ด ๊ธฐ์ˆ ๋“ค์„ ์กฐํ•ฉํ•˜๋ฉด ์ •๋ง ๋†€๋ผ์šด AI๋ฅผ ๋งŒ๋“ค ์ˆ˜ ์žˆ์„ ๊ฑฐ์˜ˆ์š”.

ํ•˜์ง€๋งŒ ๊ธฐ์–ตํ•˜์„ธ์š”, AI ๊ฐœ๋ฐœ์€ ๋Š์ž„์—†๋Š” ํ•™์Šต๊ณผ ์‹คํ—˜์˜ ๊ณผ์ •์ด์—์š”. ์—ฌ๋Ÿฌ๋ถ„๋งŒ์˜ ๋…ํŠนํ•œ ์•„์ด๋””์–ด๋ฅผ ์ถ”๊ฐ€ํ•ด ๋”์šฑ ํฅ๋ฏธ์ง„์ง„ํ•œ AI๋ฅผ ๋งŒ๋“ค์–ด๋ณด์„ธ์š”!

๊ทธ๋ฆฌ๊ณ  ์žŠ์ง€ ๋งˆ์„ธ์š”! ์–ด๋ ค์šด ๋ถ€๋ถ„์ด ์žˆ๋‹ค๋ฉด ์–ธ์ œ๋“  ์žฌ๋Šฅ๋„ท์„ ํ™œ์šฉํ•ด๋ณด์„ธ์š”. ์ „๋ฌธ๊ฐ€๋“ค์˜ ์กฐ์–ธ์„ ๋“ค์œผ๋ฉด ๋” ๋น ๋ฅด๊ฒŒ ์„ฑ์žฅํ•  ์ˆ˜ ์žˆ์„ ๊ฑฐ์˜ˆ์š”. ์—ฌ๋Ÿฌ๋ถ„์˜ ๊ฒŒ์ž„ ๊ฐœ๋ฐœ ์—ฌ์ •์„ ์‘์›ํ•ฉ๋‹ˆ๋‹ค! ํ™”์ดํŒ…! ๐Ÿ’ช๐Ÿ˜„

๐ŸŽฎ ๋งˆ๋ฌด๋ฆฌ: AI์˜ ๋ฌดํ•œํ•œ ๊ฐ€๋Šฅ์„ฑ ๐Ÿš€

์—ฌ๋Ÿฌ๋ถ„, ์ •๋ง ๋Œ€๋‹จํ•ด์š”! ๐Ÿ‘๐Ÿ‘๐Ÿ‘ ์ด์ œ ์—ฌ๋Ÿฌ๋ถ„์€ Unreal Engine์˜ Behavior Tree๋ฅผ ์‚ฌ์šฉํ•ด ๋ณต์žกํ•˜๊ณ  ์ง€๋Šฅ์ ์ธ AI๋ฅผ ๋งŒ๋“ค ์ˆ˜ ์žˆ๊ฒŒ ๋์–ด์š”. ์ด๊ฑด ์ •๋ง ๋Œ€๋‹จํ•œ ์„ฑ๊ณผ์˜ˆ์š”!

์šฐ๋ฆฌ๊ฐ€ ํ•จ๊ป˜ ๋ฐฐ์šด ๋‚ด์šฉ์„ ๋‹ค์‹œ ํ•œ๋ฒˆ ์ •๋ฆฌํ•ด๋ณผ๊นŒ์š”?

  • Behavior Tree์˜ ๊ธฐ๋ณธ ๊ตฌ์กฐ์™€ ์ž‘๋™ ์›๋ฆฌ
  • AI Controller ์ƒ์„ฑ ๋ฐ ์„ค์ •
  • Task, Decorator, Service ๋…ธ๋“œ ๊ตฌํ˜„
  • ๋ณ‘๋ ฌ ์‹คํ–‰์„ ํ†ตํ•œ ๋ณต์žกํ•œ ํ–‰๋™ ๊ตฌํ˜„
  • ๊ณ ๊ธ‰ ์‹œ์•ผ ๊ฐ์ง€ ์‹œ์Šคํ…œ
  • ์กฐ๊ฑด๋ถ€ ์ค‘๋‹จ์„ ํ†ตํ•œ ๋™์  ํ–‰๋™ ์ „ํ™˜
  • ๋ธ”๋ž™๋ณด๋“œ๋ฅผ ํ™œ์šฉํ•œ ์ƒํƒœ ๊ด€๋ฆฌ

์ด ๋ชจ๋“  ๊ฒƒ๋“ค์„ ์กฐํ•ฉํ•˜๋ฉด, ์—ฌ๋Ÿฌ๋ถ„์€ ์ด์ œ ๊ฑฐ์˜ ๋ชจ๋“  ์ข…๋ฅ˜์˜ AI๋ฅผ ๋งŒ๋“ค ์ˆ˜ ์žˆ์–ด์š”. ์  AI, NPC, ๋™๋ฌผ AI, ์‹ฌ์ง€์–ด ๋ณต์žกํ•œ ์ „๋žต ๊ฒŒ์ž„์˜ AI๊นŒ์ง€๋„ ๊ฐ€๋Šฅํ•ด์š”!

ํ•˜์ง€๋งŒ ๊ธฐ์–ตํ•˜์„ธ์š”. ์ด๊ฑด ์‹œ์ž‘์— ๋ถˆ๊ณผํ•ด์š”. AI ๊ฐœ๋ฐœ์˜ ์„ธ๊ณ„๋Š” ๋ฌด๊ถ๋ฌด์ง„ํ•ด์š”. ์—ฌ๋Ÿฌ๋ถ„์ด ์ƒ์ƒํ•  ์ˆ˜ ์žˆ๋Š” ๋ชจ๋“  ๊ฒƒ์„ AI๋กœ ๊ตฌํ˜„ํ•  ์ˆ˜ ์žˆ์–ด์š”. ์–ด๋–ค ์•„์ด๋””์–ด๊ฐ€ ๋– ์˜ค๋ฅด๋‚˜์š”? ๐Ÿค”

๋ช‡ ๊ฐ€์ง€ ์žฌ๋ฏธ์žˆ๋Š” ์•„์ด๋””์–ด๋ฅผ ์ œ์•ˆํ•ด๋ณผ๊ฒŒ์š”:

  • ๊ฐ์ • ์‹œ์Šคํ…œ์„ ์ถ”๊ฐ€ํ•ด AI์˜ ๊ธฐ๋ถ„์— ๋”ฐ๋ผ ๋‹ค๋ฅด๊ฒŒ ํ–‰๋™ํ•˜๋„๋ก ๋งŒ๋“ค์–ด๋ณด๋Š” ๊ฑด ์–ด๋–จ๊นŒ์š”?
  • ํ•™์Šต ์‹œ์Šคํ…œ์„ ๊ตฌํ˜„ํ•ด AI๊ฐ€ ํ”Œ๋ ˆ์ด์–ด์˜ ํ–‰๋™ ํŒจํ„ด์„ ํ•™์Šตํ•˜๊ณ  ๋Œ€์‘ํ•˜๋„๋ก ๋งŒ๋“ค์–ด๋ณด๋Š” ๊ฒƒ๋„ ์žฌ๋ฐŒ์„ ๊ฑฐ์˜ˆ์š”.
  • ์—ฌ๋Ÿฌ AI๊ฐ€ ํ˜‘๋ ฅํ•˜๋Š” ์‹œ์Šคํ…œ์„ ๋งŒ๋“ค์–ด ํŒ€์›Œํฌ๋ฅผ ๊ตฌํ˜„ํ•ด๋ณด๋Š” ๊ฒƒ๋„ ๋„์ „ํ•ด๋ณผ ๋งŒํ•ด์š”.

๊ฐ€๋Šฅ์„ฑ์€ ๋ฌดํ•œํ•ด์š”! ์—ฌ๋Ÿฌ๋ถ„์˜ ์ƒ์ƒ๋ ฅ์ด ๊ณง ํ•œ๊ณ„์˜ˆ์š”. ๐Ÿ˜Š

๊ทธ๋ฆฌ๊ณ  ์žŠ์ง€ ๋งˆ์„ธ์š”. AI ๊ฐœ๋ฐœ์€ ๋Š์ž„์—†๋Š” ํ•™์Šต๊ณผ ์‹คํ—˜์˜ ๊ณผ์ •์ด์—์š”. ๋•Œ๋กœ๋Š” ์–ด๋ ค์šธ ์ˆ˜๋„ ์žˆ๊ณ , ์ขŒ์ ˆํ•  ์ˆ˜๋„ ์žˆ์–ด์š”. ํ•˜์ง€๋งŒ ๊ทธ๋Ÿด ๋•Œ๋งˆ๋‹ค ์žฌ๋Šฅ๋„ท์„ ๋– ์˜ฌ๋ ค๋ณด์„ธ์š”. ์ „๋ฌธ๊ฐ€๋“ค์˜ ์กฐ์–ธ๊ณผ ๋„์›€์„ ๋ฐ›์œผ๋ฉด, ์–ด๋ ค์šด ๊ณ ๋น„๋„ ์‰ฝ๊ฒŒ ๋„˜๊ธธ ์ˆ˜ ์žˆ์„ ๊ฑฐ์˜ˆ์š”.

์—ฌ๋Ÿฌ๋ถ„์˜ ๊ฒŒ์ž„ ๊ฐœ๋ฐœ ์—ฌ์ •์„ ์ง„์‹ฌ์œผ๋กœ ์‘์›ํ•ฉ๋‹ˆ๋‹ค. ์—ฌ๋Ÿฌ๋ถ„์ด ๋งŒ๋“ค ๋ฉ‹์ง„ ๊ฒŒ์ž„๊ณผ AI๋“ค์ด ์ •๋ง ๊ธฐ๋Œ€๋ผ์š”! ์–ธ์  ๊ฐ€ ์—ฌ๋Ÿฌ๋ถ„์ด ๋งŒ๋“  ๊ฒŒ์ž„์„ ํ”Œ๋ ˆ์ดํ•˜๊ฒŒ ๋  ๋‚ ์„ ๊ฟˆ๊พธ๋ฉฐ, ์ด ๊ฐ•์˜๋ฅผ ๋งˆ์น˜๊ฒ ์Šต๋‹ˆ๋‹ค.

ํ™”์ดํŒ…! ์—ฌ๋Ÿฌ๋ถ„์€ ํ•  ์ˆ˜ ์žˆ์–ด์š”! ๐Ÿš€๐ŸŽฎ๐Ÿ’ช