Abstract
Behavior trees (BTs) are increasingly deployed in the games industry for decision making and control of non-player characters (NPCs, also named agents or actors) and gameplay. Behavior trees are incrementally created from reactive and goal-oriented behaviors by hierarchically compositing purposeful sub-behaviors. Composite behaviors (branches in the tree) decide which child behavior to run when and react to changing behavior execution states. Leaf nodes of the behavior tree check conditions, or control the execution of game state affecting actions. This chapter introduces a basic behavior tree concept, describes how behavior tree traversal drives NPC decision making via an example, and sketches a memory-compact implementation.
Published Version
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