Ai Behavior Trees Utility Ai

by gamedev-skillsd4b0e35550c5No license1.3K starsListed Oct 8, 2026Updated Oct 8, 2026Repository updated 11 days ago

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.

Instructions only
  1. d4b0e35550c5Currentcommit d4b0e35Published Oct 8, 2026

Source and attribution

Source:gamedev-skills/awesome-gamedev-agent-skillsinskills/disciplines/ai-behavior-trees-utility-aiat commitd4b0e35

License: No license

Content belongs to its original authors. SourceWeft indexes it from a public repository.

Report or request removal

More from gamedev-skills/awesome-gamedev-agent-skills