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ai-behavior-trees-utility-ai

Agent skill fromgamedev-skills/awesome-gamedev-agent-skills

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.

How to install ai-behavior-trees-utility-ai

install ai-behavior-trees-utility-ai
# install the awesome-gamedev-agent-skills pack with the skills CLI
npx skills add gamedev-skills/awesome-gamedev-agent-skills

# or add only this skill to Claude Code: copy the folder

skills/disciplines/ai-behavior-trees-utility-ai/

# into

~/.claude/skills/ai-behavior-trees-utility-ai/ (all projects)

.claude/skills/ai-behavior-trees-utility-ai/ (one project)

skills/disciplines/ai-behavior-trees-utility-ai/SKILL.md

Apache-2.0Full file
1# Behavior Trees & Utility AI
2
3Two complementary ways to structure NPC decision-making, plus how to combine them. A
4**behavior tree (BT)** expresses *structured, prioritized, reactive* logic as a tree that is
5"ticked" each step. **Utility AI** answers *"how much do I want each option right now?"* by
6scoring actions with normalized curves and picking the best. Ship believable agents by using a
7BT for structure and Utility AI where graded trade-offs matter.
8
9This skill is the **implementation** companion to `game-ai` (which helps you *choose* between
10FSM / BT / steering / pathfinding). Read `game-ai` to pick a model; read this to build the
11runtime.
12
13## When to use
14
15- Use to build a **reusable BT runtime**: a `Blackboard`, `Node` base, action/condition leaves,
16 `Sequence`/`Selector`/`Parallel` composites, and decorators (Inverter, Cooldown, Repeat).
17- Use to build a **Utility AI** decider: response curves, considerations, and an evaluator that
18 scores and selects actions (max, softmax, or weighted-random for variety).
19- Use to build **hybrid AI** — a BT whose leaf delegates the "which attack / which target"
20 choice to a utility evaluator.
21
22**When *not* to use:** to *choose* between FSM, BT, steering, or pathfinding, and for A*/navmesh
23routing, use `game-ai`. For Unreal's asset-based `BehaviorTree`/`Blackboard`, `BTTask`/`BTService`
24and `AIController`, use `unreal-behavior-trees`. For the navmesh agent that *moves* the NPC, use
25`unity-navmesh` or the engine's navigation node.
26…

Excerpt shown under the repository's Apache-2.0 license.

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