Behavior Trees & Utility AI
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.
- Skill name
ai-behavior-trees-utility-ai
Install
npx skills add gamedev-skills/awesome-gamedev-agent-skills
Installs every skill in the collection; the router loads ai-behavior-trees-utility-ai when your request matches it.
Skill source
Read the full playbook in skills/disciplines/ai-behavior-trees-utility-ai/SKILL.md.
Related skills
audio-design, camera-systems, create-game-assets, dialogue-systems, game-ai, game-feel, game-ui-ux, input-systems