Behaviour Trees - Falmouth-Games-Academy/comp250-wiki GitHub Wiki
Branches lead to leaves,
Each leaf a single action,
Fluttering in wind
Behaviour trees are used to determine what the AI should do. They are very much like a tree in a literal sense. The decision starts at a 'root' and spans out until it finds a 'leaf' which will contain the action for the AI to take1. The path which leads to the 'leaf' picked, is determined by composite and decorator nodes. There are also other ways to determine the behaviour of an AI, such as: Utility based AI and Finite State Machines.
1 Chris Simpson. Behavior trees for AI: How they work. 2014. [Online]. Available: http://www.gamasutra.com/blogs/ChrisSimpson/20140717/221339/Behavior_trees_for_AI_How_they_work.php [Accessed: 14- Feb- 2019]
