ai-behavior-trees
CommunityModular AI behavior trees for smarter NPCs.
AuthorCriezzz
Version1.0.0
Installs0
System Documentation
What problem does it solve?
Implements a modular Behavior Tree framework for AI decision making in NPCs, enabling reusable and scalable decision logic for game AI.
Core Features & Use Cases
- Modular node composition with support for composite nodes (Selector, Sequence), decorators (Inverter, Repeater), and action/condition nodes.
- Facilitates common patterns such as chasing, patrolling, and combat decision making for enemies and NPCs.
- Includes templates and a code generator to scaffold Behavior Tree implementations across projects.
Quick Start
Instantiate a root Selector with child sequences like ChaseSequence and PatrolSequence to drive NPC behavior.
Dependency Matrix
Required Modules
None requiredComponents
scripts
💻 Claude Code Installation
Recommended: Let Claude install automatically. Simply copy and paste the text below to Claude Code.
Please help me install this Skill: Name: ai-behavior-trees Download link: https://github.com/Criezzz/Gametopia2026/archive/main.zip#ai-behavior-trees Please download this .zip file, extract it, and install it in the .claude/skills/ directory.
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