Behavior Trees
Introduction
Became popular with the use in Halo
Root Node
Branches
Nodes
End Nodes
3 Types of Nodes
Composite Node - has 1 or more children
Decorator Node - Has only 1 child
Leaf Node - Performs an actual action or check a condition
A group of leaf nodes at the end of a branch, represents a sequence of actions or a set of actions to select from. The composite node, will determine if its sequence or random set of actions
Composite Nodes can be a sequence or selector node
Leaf nodes can also be conditions
Making a BT in Unity:
https://github.com/Siccity/xNode
Courses:
https://www.udemy.com/course/behaviour-trees
Resources and References
https://www.youtube.com/watch?v=6VBCXvfNlCM
https://en.wikipedia.org/wiki/Behavior_tree_(artificial_intelligence,_robotics_and_control)
Unity Assets:
https://assetstore.unity.com/packages/tools/visual-scripting/nodecanvas-14914