ai-behavior-trees-utility-ai
Build a production behavior-tree runtime (Blackboard, action/condition leaves, sequence/selector/parallel composites, decorators) and a Utility AI system (response curves — linear, exponential, sigmoid, quadratic — considerations, and action evaluators), plus hybrid BT-drives-Utility agents. Use when implementing a reusable behavior-tree or utility-based decision system, or tuning enemy/NPC decisions beyond a simple FSM, or when the user mentions behavior tree, blackboard, decorator, selector, sequence, tick status, utility AI, response/scoring curve, or consideration. For choosing between FSM/BT/steering or for pathfinding, use game-ai; for Unreal's BehaviorTree/Blackboard assets, use unreal-behavior-trees.
Resumen
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
- Use to build a reusable BT runtime: a
Blackboard,Nodebase, action/condition leaves,Sequence/Selector/Parallelcomposites, and decorators (Inverter, Cooldown, Repeat). - Use to build a Utility AI decider: response curves, considerations, and an evaluator that scores and selects actions (max, softmax, or weighted-random for variety).
- Use to build hybrid AI — a BT whose leaf delegates the "which attack / which target" choice to a utility evaluator.
When not to use: to choose between FSM, BT, steering, or pathfinding, and for A/navmesh routing, use game-ai. For Unreal's asset-based BehaviorTree/Blackboard, BTTask/BTService and AIController, use unreal-behavior-trees. For the navmesh agent that *moves the NPC, use unity-navmesh or the engine's navigation node.
Core workflow
- Pick the model. Structured, prioritized, interruptible behavior → BT. Continuous "score every option" decisions (targeting, needs, item choice) → Utility. Both → hybrid.
- Design the Blackboard first. One typed key/value store per agent is the shared memory that decouples nodes; leaves read/write it and never hold references to each other.
- Write leaves. Conditions return
Success/Failureimmediately; actions returnRunningacross frames until they finish. Keep leaves small and side-effect-explicit. - Compose.
Selector= OR/fallback (first non-failure wins);Sequence= AND (stop at first non-success);Parallelfor concurrent branches. Wrap with decorators for policy (invert, cooldown, repeat, force-success). - For Utility: enumerate considerations, map each raw fact through a normalized 0..1 curve, combine (weighted product with compensation, or weighted sum), then select the max — add hysteresis so agents don't flip-flop on ties.
- Tick deliberately. Tick the tree/evaluator once per decision step (often slower than render). Preserve
Runningstate between ticks; verify by drawing the active path and the per-action scores on screen while tuning.
Architecture at a glance
A behavior tree evaluates top-down, left-to-right; each node returns a status up to its parent:
flowchart TD
Root["Selector (root)"] --> Combat["Sequence: Combat"]
Root --> Patrol["Action: Patrol"]
Combat --> See["Condition: CanSeePlayer?"]
Combat --> InRange{"Selector: Reach"}
Combat --> Attack["Action: Attack (Running)"]
InRange --> Close["Condition: InAttackRange?"]
InRange --> MoveTo["Action: MoveToPlayer (Running)"]Utility AI is a scoring pipeline — every candidate action is scored, then one is selected:
facts (distance, health, ammo…)
│ each fact → a normalized 0..1 response curve (consideration)
▼
score(action) = weight · combine(consideration_1 … consideration_n) # product+compensation or sum
▼
select: argmax · or softmax / weighted-random for variety · + hysteresis to avoid jitterStatus is a three-value enum shared by every node — this is the contract that makes the tree composable:
public enum Status { Success, Failure, Running }
public abstract class Node
{
public abstract Status Tick(Blackboard bb, float dt);
public virtual void Reset() { } // called when a parent abandons this subtree
}// Selector = fallback/OR: return the first child that is not Failure.
public sealed class Selector : Composite
{
public override Status Tick(Blackboard bb, float dt)
{
for (; _current < Children.Count; _current++)
{
var s = Children[_current].Tick(bb, dt);
if (s != Status.Failure) return s; // Success or Running stops the scan
}
_current = 0;
return Status.Failure; // every child failed
}
}The reciprocal Sequence (AND — stop at first non-Success), Parallel, the Blackboard, the leaf base classes, and every decorator are in references/behavior-tree-core.md.
Utility scoring in one snippet
// A consideration maps one raw fact to 0..1 through a response curve.
float Score(Blackboard bb)
{
float distance01 = Curves.InverseLerp01(bb.Get<float>("distToPlayer"), 20f, 2f); // near = 1
float health01 = Curves.Sigmoid(bb.Get<float>("health01"), k: 8f, mid: 0.4f); // hurt = low
// Product + compensation keeps a single 0 from vetoing while low values still dampen.
return Curves.CompensatedProduct(new[] { distance01, health01 });
}The full curve library (linear, quadratic, exponential, logistic/sigmoid, smoothstep), the Consideration/UtilityAction types, and the UtilityEvaluator selection strategies are in references/utility-ai-system.md.
Pitfalls
- Re-ticking a
Runningaction from the root every frame restarts it. ReturnRunningand resume where you left off; onlyReset()a subtree when a parent actually abandons it. - Deep trees re-evaluated wholesale each tick waste time and cause thrash. Prefer shallow trees and conditional aborts (a higher-priority condition can interrupt a lower branch).
- Un-normalized considerations. If one curve outputs 0..100 and another 0..1, the big one dominates. Every consideration must return 0..1.
- Utility jitter on near-ties. Add hysteresis: give the currently-running action a small bonus so the agent commits instead of oscillating.
- Allocating nodes, closures, or arrays every tick creates GC spikes. Build the tree once at spawn; keep per-tick work allocation-free.
References
references/behavior-tree-core.md— Blackboard,Node/leaf base classes, action & condition leaves,Sequence/Selector/Parallel, and the decorator library (full C#).references/utility-ai-system.md— response-curve library,Consideration,UtilityAction, and theUtilityEvaluator(argmax, softmax, weighted-random, hysteresis).references/practical-examples.md— a guard Patrol→Combat BT, a villager needs-based Utility AI, and a hybrid agent, as drop-in templates.references/best-practices-and-pitfalls.md— memory management, profiling, avoiding deep trees, event-driven aborts, and combining Utility AI with BTs (hybrid architecture).
Related skills
game-ai— choose between FSM / BT / steering; A* and navmesh pathfinding.unreal-behavior-trees— Unreal's asset-based BT/Blackboard, tasks, decorators, services.unity-navmesh— theNavMeshAgentthat carries out "move to" intents.physics-tuning— agent radius, movement, and collision response for the motion layer.tower-defense,fps-shooter,rpg— genres that compose this decision layer.
Archivos 5 archivos
Instálala a mano
Deska ejecuta esto por ti, para cada agente que elijas. Para ejecutarlo tú en una terminal:
npx skills add gamedev-skills/awesome-gamedev-agent-skills --skill ai-behavior-trees-utility-aiMás de gamedev-skills
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