Discussion on the "Behavior Tree Design Pattern"

KPDN

Member
Currently, at the stage where one is already familiar with the behavior tree process, how can one learn the so-called "behavior tree design pattern" in order to enhance one's ability in behavior tree design?

In the document "conditional-aborts", there is (as shown in Figure 1) a simple design pattern. Drawing a parallel from this, are there any other superior macro-level design concepts?

In the document, I only found some basic introductions to the software functions. So, are there any tutorials about the design concept of behavior trees and the advanced aspects? (Perhaps exists?)

My current thoughts mainly revolve around the depth of the behavior tree and the relationship between "conditional-aborts". Are there any other better directions to explore?
 

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Hi, Conditional Aborts are from experience one of the most useful parts of BDP, if you already know how to use them then many doors are already open to you when it comes to managing which branch is running in which situations. Property Binding is also a must-learn.

As to how to go deeper with this asset, the same recommendations as with any other software apply - read the docs, check the demo scenes and most importantly, experiment by yourself. If you're interested in concepts and patterns, you might wanna look at actual gamedev/game theory books and YouTube videos. Lastly, if you're interested I can offer you one screenshare for free if you'd like some help with setting up a tree or agent, DM me if you're interested :)

Edit : forgot to mention that I made a few tutorials for UCC and one for BD in the past, if you'd be interested in me making new tutorials again on a specific topic feel free to express it in this thread 😉
 
OK, thank you for your reply. I'm already familiar with "property-bindings" and "conditional-aborts". Now, since that's the case, I plan to enhance myself through practical development. I will attempt to write my own behavior trees that are relevant to the actual requirements. (y)
 
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