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bitbrain/beehave

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2,933 stars·157 forks·GDScript·mit·19 viewsbitbra.in/beehave↗

Beehave

Beehave is a behavior tree AI framework and plugin for the Godot engine. It serves as an agent logic orchestrator for designing adaptive non-player character behaviors using hierarchical behavior trees.

The system features a visual debugger that provides runtime visualization of the execution flow and internal state of active trees. This allows for AI execution analysis and the identification of logic errors through a state-based runtime interface.

The framework utilizes a composite-decorator pattern and a tick-based polling cycle to execute tree-based logic. It integrates directly with the Godot scene hierarchy, mapping visual node graphs to scene objects to control entity actions. Additionally, it includes monitoring tools to track resource usage and execution efficiency.

Features

  • Behavior Trees - Provides a complete framework for implementing adaptive agent logic using hierarchical behavior trees.
  • NPC Integration - Provides a system for attaching behavior trees to Godot scene nodes to control non-player character actions.
  • Stateful Agent Orchestration - Serves as a state-based orchestration framework for managing complex non-player character behavior transitions.
  • Game Engine AI Plugins - Integrates directly with the Godot game engine to allow behavior tree composition within its scene hierarchy.
  • NPC Logic Composition - Enables the design and attachment of behavior trees to game objects to orchestrate NPC actions.
  • State-Based Execution Logic - Evaluates a hierarchical node structure to determine the next AI action based on success, failure, or running states.
  • Visual Editors - Provides an interactive visual editor for inspecting and modifying behavior trees during runtime.
  • AI Application Debugging - Provides tools for visualizing the execution flow and internal state of behavior trees to debug AI logic.
  • State Visualizations - Provides real-time visual indicators of the active path and internal state of the behavior tree within the editor.
  • Logic-to-Graph Mapping - Links internal behavior tree logic to a graphical interface for designing agent behaviors without coding.
  • Behavior Controller Bindings - Attaches behavior tree controllers directly to scene objects to map logic execution to entity movements.
  • Composite-Decorator Nodes - Utilizes a composite-decorator pattern to organize branching and execution modifiers within behavior trees.
  • AI Agent Execution Monitors - Captures real-time execution events and logic flow to analyze agent decision-making processes.
  • Behavior Tree Visualizers - Ships a runtime interface for visualizing the execution flow and internal state of active behavior trees.
  • Plugins and Scripts - Behavior tree system for NPC AI.

Star history

Star history chart for bitbrain/beehaveStar history chart for bitbrain/beehave

How this analysis was created: This summary and feature list are AI-generated from collected project material and can contain mistakes. Stars, license and language are imported from GitHub. Inclusion does not mean that we have tested or audited this project. Check the source documentation for any feature you depend on. Learn more on our About page.

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Frequently asked questions

What does bitbrain/beehave do?

Beehave is a behavior tree AI framework and plugin for the Godot engine. It serves as an agent logic orchestrator for designing adaptive non-player character behaviors using hierarchical behavior trees.

What are the main features of bitbrain/beehave?

The main features of bitbrain/beehave are: Behavior Trees, NPC Integration, Stateful Agent Orchestration, Game Engine AI Plugins, NPC Logic Composition, State-Based Execution Logic, Visual Editors, AI Application Debugging.

Which projects share features with bitbrain/beehave?

Projects with overlapping indexed features include: behaviortree/behaviortree.cpp — BehaviorTree.CPP is a C++ library for designing task-switching logic and reactive behaviors using a hierarchical tree… ashblue/fluid-behavior-tree — Fluid Behavior Tree is a code-driven framework for Unity designed to manage autonomous character behaviors through… tomlooman/actionroguelike — ActionRoguelike is a third-person cooperative game project built with C++ and Unreal Engine. It functions as a… agentops-ai/agentops — AgentOps is an observability platform and developer toolkit for monitoring the execution, performance, and reliability… pydantic/pydantic-ai — PydanticAI is a Python framework designed for building production-grade autonomous agents. It provides a unified… firebase/genkit — Genkit is an open-source framework for building AI-powered applications. It provides a unified interface for…

Projects sharing features with Beehave

These projects share indexed features with Beehave. Shared tags can include platform or build tooling; verify the primary use case before treating a result as a replacement.
  • behaviortree/behaviortree.cppBehaviorTree avatar

    BehaviorTree/BehaviorTree.CPP

    4,070View on GitHub↗

    BehaviorTree.CPP is a C++ library for designing task-switching logic and reactive behaviors using a hierarchical tree structure. It provides a framework for creating reactive logic systems that manage complex behaviors through an execution engine and a centralized data store for sharing state between nodes. The library decouples high-level behavioral logic from source code by using an XML parser to define tree morphology. It further extends its functionality through a dedicated visualizer for monitoring real-time execution states and a specialized bridge for integrating ROS2 actions and servi

    C++
    View on GitHub↗4,070
  • ashblue/fluid-behavior-treeashblue avatar

    ashblue/fluid-behavior-tree

    1,166View on GitHub↗

    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, en

    C#aibehavior-treebuilder-pattern
    View on GitHub↗1,166
  • tomlooman/actionrogueliketomlooman avatar

    tomlooman/ActionRoguelike

    4,493View on GitHub↗

    ActionRoguelike is a third-person cooperative game project built with C++ and Unreal Engine. It functions as a networked application that utilizes replication architecture to synchronize character states and combat across multiple clients. The project implements a data-oriented performance framework that employs object pooling and asynchronous asset loading to optimize memory usage and frame rates. It features a behavior tree AI system combined with environment queries to drive autonomous NPC decision making and combat, alongside a binary serialization framework for saving actor variables and

    C++3dc-plus-pluscpp
    View on GitHub↗4,493
  • agentops-ai/agentopsAgentOps-AI avatar

    AgentOps-AI/agentops

    5,654View on GitHub↗

    AgentOps is an observability platform and developer toolkit for monitoring the execution, performance, and reliability of autonomous agents powered by large language models. It serves as a system for tracking AI agent behavior, debugging complex workflows, and benchmarking model performance. The platform is distinguished by its ability to visualize multi-agent workflows through execution path graphing and session replays. It provides specific tools for calculating financial spend across various language model providers and supports a self-hosted observability stack for users who require full

    Python
    View on GitHub↗5,654
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