Use the [behavior-tree] tag when referring to the model of plan execution used in computer science, robotics, control systems, and video games. Behavior trees describe switchings between a finite set of tasks in a modular fashion. Their strength comes from their ability to create very complex tasks composed of simple tasks, without worrying how the simple tasks are implemented.
Definition:
A Behavior Tree is a tree of hierarchical nodes that control the flow of decision making of an AI entity. At the extents of the tree, the leaves, are the actual commands that control the AI entity, and forming the branches are various types of utility nodes that control the AI’s walk down the trees to reach the sequences of commands best suited to the situation.
Behavior trees describe switchings between a finite set of tasks in a modular fashion. Their strength comes from their ability to create very complex tasks composed of simple tasks, without worrying how the simple tasks are implemented.
Some Relevant Questions
Questions that should have this tag could include (but are not limited to):
- Chaining libraries of behavior
- Running state of the nodes in the tree
- Behavior tree traversal or flow
- Queries about behavior tree specific nodes. Eg. selector nodes, sequence nodes, etc
Links to learn more