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...
Scanned 9/5/2026
Install to Claude Code
npx -y skills add gamedev-skills/awesome-gamedev-agent-skills --skill ai-behavior-trees-utility-ai --agent claude-codeInstalls into .claude/skills of the current project.
Are you the author of Ai Behavior Trees Utility Ai?
Add the live security badge to your README — it updates automatically with every re-scan.
[](https://www.skillsdirectory.com/skills/gamedev-skills-ai-behavior-trees-utility-ai)More formats (shields.io, HTML) on the badges page.
---
name: ai-behavior-trees-utility-ai
description: >
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
1. **Pick the model.** Structured, prioritized, interruptible behavior → **BT**. Continuous
"score every option" decisions (targeting, needs, item choice) → **Utility**. Both → **hybrid**.
2. **Design the Blackboard first.** One typed key/value store per agent is the shared memory that
decouples nodes; leaves read/write it and never hold references to each other.
3. **Write leaves.** *Conditions* return `Success`/`Failure` immediately; *actions* return
`Running` across frames until they finish. Keep leaves small and side-effect-explicit.
4. **Compose.** `Selector` = OR/fallback (first non-failure wins); `Sequence` = AND (stop at first
non-success); `Parallel` for concurrent branches. Wrap with decorators for policy (invert,
cooldown, repeat, force-success).
5. **For Utility:** enumerate considerations, map each raw fact through a **normalized 0..1 curve**,
combine (weighted product with compensation, or weighted sum), then select the max — add
hysteresis so agents don't flip-flop on ties.
6. **Tick deliberately.** Tick the tree/evaluator once per *decision step* (often slower than
render). Preserve `Running` state between ticks; verify by drawing the active path and the
per-action scores on screen while tuning.
## Architecture at a glance
A behavior tree evaluates top-down, left-to-right; each node returns a status up to its parent:
```mermaid
flowchart TD
Root["Selector (root)"] --> Combat["Sequence: Combat"]
Root --> Patrol["Action: Patrol"]
Combat --> See["Condition: CanSeePlayer?"]
Combat --> InRange{"Selector: Reach"}
Combat --> Attack["Action: Attack (Running)"]
InRange --> Close["Condition: InAttackRange?"]
InRange --> MoveTo["Action: MoveToPlayer (Running)"]
```
Utility AI is a scoring pipeline — every candidate action is scored, then one is selected:
```text
facts (distance, health, ammo…)
│ each fact → a normalized 0..1 response curve (consideration)
▼
score(action) = weight · combine(consideration_1 … consideration_n) # product+compensation or sum
▼
select: argmax · or softmax / weighted-random for variety · + hysteresis to avoid jitter
```
**Status is a three-value enum** shared by every node — this is the contract that makes the tree
composable:
```csharp
public enum Status { Success, Failure, Running }
public abstract class Node
{
public abstract Status Tick(Blackboard bb, float dt);
public virtual void Reset() { } // called when a parent abandons this subtree
}
```
```csharp
// Selector = fallback/OR: return the first child that is not Failure.
public sealed class Selector : Composite
{
public override Status Tick(Blackboard bb, float dt)
{
for (; _current < Children.Count; _current++)
{
var s = Children[_current].Tick(bb, dt);
if (s != Status.Failure) return s; // Success or Running stops the scan
}
_current = 0;
return Status.Failure; // every child failed
}
}
```
The reciprocal `Sequence` (AND — stop at first non-`Success`), `Parallel`, the `Blackboard`, the
leaf base classes, and every decorator are in `references/behavior-tree-core.md`.
## Utility scoring in one snippet
```csharp
// A consideration maps one raw fact to 0..1 through a response curve.
float Score(Blackboard bb)
{
float distance01 = Curves.InverseLerp01(bb.Get<float>("distToPlayer"), 20f, 2f); // near = 1
float health01 = Curves.Sigmoid(bb.Get<float>("health01"), k: 8f, mid: 0.4f); // hurt = low
// Product + compensation keeps a single 0 from vetoing while low values still dampen.
return Curves.CompensatedProduct(new[] { distance01, health01 });
}
```
The full curve library (linear, quadratic, exponential, logistic/sigmoid, smoothstep), the
`Consideration`/`UtilityAction` types, and the `UtilityEvaluator` selection strategies are in
`references/utility-ai-system.md`.
## Pitfalls
- **Re-ticking a `Running` action from the root every frame restarts it.** Return `Running` and
resume where you left off; only `Reset()` a subtree when a parent actually abandons it.
- **Deep trees re-evaluated wholesale each tick** waste time and cause thrash. Prefer shallow
trees and *conditional aborts* (a higher-priority condition can interrupt a lower branch).
- **Un-normalized considerations.** If one curve outputs 0..100 and another 0..1, the big one
dominates. Every consideration must return 0..1.
- **Utility jitter on near-ties.** Add hysteresis: give the currently-running action a small bonus
so the agent commits instead of oscillating.
- **Allocating nodes, closures, or arrays every tick** creates GC spikes. Build the tree once at
spawn; keep per-tick work allocation-free.
## References
- `references/behavior-tree-core.md` — Blackboard, `Node`/leaf base classes, action & condition
leaves, `Sequence`/`Selector`/`Parallel`, and the decorator library (full C#).
- `references/utility-ai-system.md` — response-curve library, `Consideration`, `UtilityAction`,
and the `UtilityEvaluator` (argmax, softmax, weighted-random, hysteresis).
- `references/practical-examples.md` — a guard Patrol→Combat BT, a villager needs-based Utility
AI, and a hybrid agent, as drop-in templates.
- `references/best-practices-and-pitfalls.md` — memory management, profiling, avoiding deep trees,
event-driven aborts, and combining Utility AI with BTs (hybrid architecture).
## Related skills
- `game-ai` — choose between FSM / BT / steering; A* and navmesh pathfinding.
- `unreal-behavior-trees` — Unreal's asset-based BT/Blackboard, tasks, decorators, services.
- `unity-navmesh` — the `NavMeshAgent` that carries out "move to" intents.
- `physics-tuning` — agent radius, movement, and collision response for the motion layer.
- `tower-defense`, `fps-shooter`, `rpg` — genres that compose this decision layer.
Is this your skill, or is something wrong with this listing? Request removal or report an issue. Author removals are honored within 72 hours.
No comments yet. Be the first to comment!