Skills

Behavior Trees, Utility AI

Builds behavior-tree and utility-AI decision systems for game agents.

Install

npx skills add gamedev-skills/awesome-gamedev-agent-skills --skill ai-behavior-trees-utility-ai -g -a claude-code -y
Category
Engineering
Updated
8d ago
License
Apache-2.0
Context cost
Mediumabout 2,096 tokens
Runs scripts
No, instructions only

What it does

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.

Behavior Trees & Utility AI

Two complementary ways to structure NPC decision-making, plus how to combine them. A behavior tree (BT) expresses structured, prioritized, reactive logic as a tree that is "ticked" each step. Utility AI answers "how much do I want each option right now?" by scoring actions with normalized curves and picking the best. Ship believable agents by using a BT for structure and Utility AI where graded trade-offs matter.

This skill is the implementation companion to game-ai (which helps you choose between FSM / BT / steering / pathfinding). Read game-ai to pick a model; read this to build the runtime.

When to use

  • Use to build a reusable BT runtime: a Blackboard, Node base, action/condition leaves, Sequence/Selector/Parallel composites, and decorators (Inverter, Cooldown, Repeat).
  • Use to build a Utility AI decider: response curves, considerations, and an evaluator that scores and selects actions (max, softmax, or weighted-random for variety).
  • Use to build hybrid AI, a BT whose leaf delegates the "which attack / which target" choice to a utility evaluator.

When not to use: to choose between FSM, BT, steering, or pathfinding, and for A*/navmesh routing, use game-ai. For Unreal's asset-based BehaviorTree/Blackboard, BTTask/BTService and AIController, use unreal-behavior-trees. For the navmesh agent that moves the NPC, use unity-navmesh or the engine's navigation node.

Core workflow

Read the whole SKILL.md on GitHub

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