I just finished coding a generic Behavior Tree structure for my games. My question is, when creating behaviors for enemy AI's, do I create one large behavior tree with every possible configuration as a node or do I create many multiple Behavior Trees and simply swap them in and out as I need them?
To better understand my question here are some examples:
One large Behavior Tree might look something like this:
Multiple smaller Behavior Trees might look like this:
In the second tree I would simply swap out different trees depending on when I need them. This is more apparent for things like evading and backing away from obstacles, I feel like that would need to be done alongside many other behaviors like chasing and evading.
I hope that made sense.