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ashblue/fluid-behavior-tree

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1,166 stars·127 forks·C#·MIT·11 views

Fluid Behavior Tree

Fluid Behavior Tree is a code-driven framework for Unity designed to manage autonomous character behaviors through hierarchical decision-making structures. It functions as a game AI logic engine that processes complex entity behaviors by traversing directed graphs of nodes that return success, failure, or running status signals during each frame update.

The library distinguishes itself through a fluent builder pattern that allows developers to define nested tree structures, sequences, and parallel execution flows entirely through chainable code methods. This approach emphasizes modularity, enabling the creation of reusable behavior modules that can be composed into larger, sophisticated AI systems.

The framework includes a comprehensive suite of tools for managing task lifecycles and extending functionality through custom actions, conditions, and decorators. To support development, it provides real-time visualization tools within the Unity editor, allowing for the monitoring of active tree hierarchies and the debugging of logic flow during gameplay.

Features

  • Behavior Tree AI - Provides a code-driven library for building hierarchical AI decision logic using a fluent builder pattern for game entities.
  • Game AI Behaviors - Manages autonomous character behaviors through modular nodes that track success, failure, and running states.
  • Behavior Trees - Provides a fluent builder pattern to define hierarchical logic structures, sequences, and parallel execution flows.
  • Editor-Integrated Debugging - Provides real-time visualization of tree hierarchies directly within the game editor for monitoring logic flow.
  • Fluent Builder Generators - Defines game entity behaviors through a programmatic builder pattern to maintain clean and organized logic structures.
  • Real-time State Debugging - Monitors and visualizes the execution flow of decision trees within the game editor to troubleshoot logic.
  • Simulation Tick Execution - Processes the tree structure during each frame update to evaluate conditions and trigger actions for autonomous game entities.
  • Fluent Interface Patterns - Uses a chainable interface to simplify the definition of nested tree nodes and complex logic structures.
  • Composite Rule Hierarchies - Organizes complex AI logic into nested structures where parent nodes delegate execution flow to child nodes.
  • Modular Game Architectures - Creates reusable and composable behavior modules that can be combined to build sophisticated AI systems.
  • Node-Based Execution Graphs - Manages entity behavior by traversing a directed graph of nodes that return success, failure, or running status signals.
  • Behavior Tree Visualizers - Provides real-time editor tools to display active behavior tree structures, enabling developers to debug logic flow.
  • Fluent Builder APIs - Constructs complex decision-making structures through readable, chainable code methods instead of visual graphs.
  • Unity Game Frameworks - Builds complex decision-making logic for non-player characters using hierarchical structures in Unity.

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Frequently asked questions

What does ashblue/fluid-behavior-tree do?

Fluid Behavior Tree is a code-driven framework for Unity designed to manage autonomous character behaviors through hierarchical decision-making structures. It functions as a game AI logic engine that processes complex entity behaviors by traversing directed graphs of nodes that return success, failure, or running status signals during each frame update.

What are the main features of ashblue/fluid-behavior-tree?

The main features of ashblue/fluid-behavior-tree are: Behavior Tree AI, Game AI Behaviors, Behavior Trees, Editor-Integrated Debugging, Fluent Builder Generators, Real-time State Debugging, Simulation Tick Execution, Fluent Interface Patterns.

What are some open-source alternatives to ashblue/fluid-behavior-tree?

Open-source alternatives to ashblue/fluid-behavior-tree include: bitbrain/beehave — Beehave is a behavior tree AI framework and plugin for the Godot engine. It serves as an agent logic orchestrator for… behaviortree/behaviortree.cpp — BehaviorTree.CPP is a C++ library for designing task-switching logic and reactive behaviors using a hierarchical tree… tomlooman/actionroguelike — ActionRoguelike is a third-person cooperative game project built with C++ and Unreal Engine. It functions as a… pistondevelopers/piston — Piston is a modular game engine and framework written in Rust for building two and three-dimensional graphical… olistic/warriorjs — Warriorjs is a programming game framework and code-based logic puzzle where players write code to control characters… armour/multiplayer-fps — This project is a networked first-person shooter framework built for the Unity game engine. It provides a foundational…