behavior-trees

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Behavior tree design and implementation skill for game AI. Enables creation of behavior tree structures, custom nodes, decorators, composites, and integration with game engines for NPC and enemy AI systems.

AI & Automation 814 stars 53 forks Updated today MIT

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Skill Content

# Behavior Trees Skill Comprehensive behavior tree design and implementation for game AI systems, supporting multiple engines and frameworks. ## Overview This skill provides capabilities for designing and implementing behavior trees for game AI. It covers the creation of tree structures, custom nodes, blackboard systems, and integration with Unity, Unreal Engine, and Godot behavior tree implementations. ## Capabilities ### Tree Design - Design behavior tree structures from specifications - Create hierarchical AI behaviors - Balance between reactive and goal-oriented behaviors - Optimize tree execution for performance ### Node Types - **Composite Nodes**: Sequence, Selector, Parallel, Random - **Decorator Nodes**: Inverter, Repeater, Cooldown, Conditional - **Leaf Nodes**: Actions, Conditions, Services ### Blackboard System - Design blackboard schemas - Implement blackboard observers - Manage shared AI state - Handle blackboard key types ### Engine Integration - Unity: NodeCanvas, Behavior Designer, custom implementations - Unreal: Behavior Tree Editor, custom tasks and services - Godot: Beehave, LimboAI, custom implementations ### Debugging - Tree visualization - Node state tracking - Execution logging - Performance profiling ## Prerequisites ### Unity (Node Canvas) ```bash # Install via Package Manager or Asset Store # Node Canvas, Behavior Designer, or similar ``` ### Unreal Engine (Built-in) ```cpp // Enable AI Module in Build.cs PublicDependencyModuleNames.Add...

Details

Author
a5c-ai
Repository
a5c-ai/babysitter
Created
4 months ago
Last Updated
today
Language
JavaScript
License
MIT

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