<?xml version="1.0" encoding="utf-8" standalone="yes"?><rss version="2.0" xmlns:atom="http://www.w3.org/2005/Atom"><channel><title>Blog on Chikit Portfolio</title><link>https://www.chikit.ca/tags/blog/</link><description>Recent content in Blog on Chikit Portfolio</description><generator>Hugo</generator><language>en-US</language><lastBuildDate>Tue, 12 May 2026 00:00:00 +0000</lastBuildDate><atom:link href="https://www.chikit.ca/tags/blog/index.xml" rel="self" type="application/rss+xml"/><item><title>Bayesian Networks in Game AI</title><link>https://www.chikit.ca/posts/your-post-name/</link><pubDate>Tue, 12 May 2026 00:00:00 +0000</pubDate><guid>https://www.chikit.ca/posts/your-post-name/</guid><description>&lt;h1 id="beyond-behavior-trees-the-case-for-bayesian-networks-in-game-ai"&gt;Beyond Behavior Trees: The Case for Bayesian Networks in Game AI&lt;/h1&gt;
&lt;h2 id="overview"&gt;&lt;strong&gt;Overview&lt;/strong&gt;&lt;/h2&gt;
&lt;p&gt;Game AI hasn&amp;rsquo;t changed much in twenty years. Most NPCs — guards, enemies, companions — still run on the same basic logic they always have: a set of rules that says &amp;ldquo;if X happens, do Y.&amp;rdquo; It works well enough, and honestly, there are good reasons it became the standard. But for developers interested in pushing what NPC behavior can be, there&amp;rsquo;s a more expressive tool worth understanding.&lt;/p&gt;</description></item></channel></rss>