Behavior Trees (BTs) are a powerful tool for AI decision-making in games and robotics. Here's a breakdown of advanced concepts:

1. Blackboard Pattern 📜

Use a shared memory space to pass data between nodes.

Blackboard_pattern
*Example:* Store enemy positions for use in multiple nodes.

2. Decorator Nodes 🔁

Modify node behavior with conditions or repetition:

  • Inverter: Reverses success/failure status
  • Repeater: Loops until a condition is met
  • Sequence: Executes child nodes in order
Decorator_node

3. Composite Nodes 🧱

Create complex logic with:

  • Selector: Chooses first successful child
  • Parallel: Processes all children simultaneously
  • Fallback: Returns first non-failure result
Composite_node

4. Optimization Techniques

  • Prioritize critical paths with PrioritySelector
  • Use Memorize to cache node results
  • Implement Cooldown for rate-limiting actions

For deeper insights, check our Behavior Trees Tutorial 📚

Behavior_tree_optimization