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.
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
3. Composite Nodes 🧱
Create complex logic with:
- Selector: Chooses first successful child
- Parallel: Processes all children simultaneously
- Fallback: Returns first non-failure result
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 📚