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.

gabrielmoreira Updated 17 repo stars

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gabrielmoreira/agent-skills-mirror/tree/main/mirrors/repos/gamedev-skills@awesome-gamedev-agent-skills/skills/disciplines/ai-behavior-trees-utility-ai commit 475a03edee

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