Documentation
README
Behavior Trees & Utility AI
Two complementary ways to structure NPC decision-making, plus how to combine them. A behavior tree (BT) expresses structured, prioritized, reactive logic as a tree that is "ticked" each step. Utility AI answers "how much do I want each option right now?" by scoring actions with normalized curves and picking the best. Ship believable agents by using a BT for structure and Utility AI where graded trade-offs matter.
This skill is the implementation companion to game-ai (which helps you choose between
FSM / BT / steering / pathfinding). Read game-ai to pick a model; read this to build the
runtime.
When to use
This is the opening of the README. Read the full README on GitHub.