Questions tagged [behavior-tree]

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Scheduler for Event Driven Behaviour Tree

The Behaviour Tree Starter Kit (BTSK) on GameAI Pro suggests using a scheduler for an event driven behaviour tree. To recap: A behaviour tree (BT) is traversed fully every time the root node is ticked ...
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What are Unreal Engines Pawn Action's Used for?

Inside of a Behavior Tree you can create a task called Push Pawn Action, and it appears you can select between several types of actions or create your own. What is the purpose of this and how is it ...
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Using behavior tree with custom pawn and movement component

I am trying to have a custom APawn along with its custom UPawnMovementComponent and AIController, to move to a location using the MoveTo node of a behavior tree. I've followed the code in the engine ...
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Behaviour trees and agent sensors

Assume I have a behaviour tree like the following: [A] / | \ [B] [C] [D] A = Selector (Priority node) B = Perception task C = Idle task D = Walk to point ...
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Behavior tree: tick frequency and fast-running tasks

My behavior trees tick at 1Hz, while the rest of the game logic runs at 60Hz. This means even simple tasks can't be accurately managed by tree nodes. For example, "turnToFaceTarget" can set ...
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Behavior tree: invert grandparent's return value

I'm trying to figure out how to return one result to the immediate parent, while returning a different one to the grandparent. The idea is: given a "turnToFaceTarget" tree, skip the rotation ...
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What is the earliest documented use of behavior trees?

I'm curious about when behavior trees first appeared in the context of AI design. I've looked at many sources (e.g., GDC talks, academic literature such as Behavior Trees in Robotics and AI: An ...
Reign of Error's user avatar