Behaviour Trees

1 min. read

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

https://assetstore.unity.com/packages/tools/visual-scripting/behavior-designer-behavior-trees-for-everyone-15277