Skip to content
alyn
gamedev-skills

AI Behavior Trees Utility AI skill

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 unrea

$npx skills add gamedev-skills/awesome-gamedev-agent-skills --skill ai-behavior-trees-utility-ai
GitHub stars
8,175
Pack installs
748k
Alyn Score
77/99
Updated
9 h ago
License
Apache-2.0

Install AI Behavior Trees Utility AI

Pick your agent. Every command is ready to paste.

$npx skills add gamedev-skills/awesome-gamedev-agent-skills --skill ai-behavior-trees-utility-ai

The open skills CLI detects your agents (Claude Code, Cursor, Codex and 70+ more) and installs to the right folder. Add -g to install globally.

01

Install it

Run the command above, or upload the folder in Claude.

02

Ask naturally

Describe the task. Your agent loads ai-behavior-trees-utility-ai when the request matches its description.

03

Name it if needed

If it does not trigger, say “use the ai-behavior-trees-utility-ai skill”. In Codex, type $ai-behavior-trees-utility-ai.

The skill itself

SKILL.md

GitHub

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:

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:

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:

public enum Status { Success, Failure, Running }

public abstract class Node
{
    public abstract Status Tick(Blackboard bb, float dt);
    public virtual void Reset() { }   // idempotent cleanup after completion or abort
}
// Selector = fallback/OR: return the first child that is not Failure.
// `Current` (from Composite) remembers a Running child so the next tick resumes there.
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.Running) return Status.Running;            // resume here next tick
            Children[Current].Reset();                                // terminal child can re-enter cleanly
            if (s == Status.Success) { Current = 0; return Status.Success; }
        }
        Current = 0;
        return Status.Failure;                                         // every child failed
    }
}

The reciprocal Sequence (AND — stop at first non-Success), the reactive variants that let a higher-priority branch interrupt a running one, Parallel, the Blackboard, the leaf base classes, and every decorator are in references/behavior-tree-core.md. The leaves use Unity's Vector2 member names (magnitude, normalized, sqrMagnitude); in Godot C# use Length(), Normalized() and LengthSquared().

Utility scoring in one snippet

// 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
    // A 0 in any factor still vetoes the action; compensation stops each extra
    // consideration from dragging every score toward 0. No allocation per call.
    return Curves.Compensate(distance01 * health01, count: 2);
}

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

  • Resetting a Running subtree every frame restarts it. Return Running and preserve its state until completion or abort. Parents reset terminal children immediately; BehaviorTree resets the terminal root. Make cleanup idempotent for ancestor resets.
  • 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).
  • A guard condition stops being checked once the action after it is Running. A memory Sequence resumes at the running child, so [CanSeePlayer?, Chase] keeps chasing after sight is lost. Use a ReactiveSequence (re-checks from the first child each tick) or have the action itself fail when its blackboard input disappears.
  • A cooldown that clears on Reset() lets an agent bypass it by flickering between branches. Keep the ready-time when the branch is aborted.
  • 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).
  • 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.

Tips for AI Behavior Trees Utility AI

  • • Start a fresh session after installing so your agent picks up the new skill.
  • • It bundles reference files. The agent reads them only when needed, so they cost no context until then.
  • • It is part of a pack with 40 skills. Install only the ones you need with --skill to keep triggers precise.
  • • If two skills overlap, mention the one you want by name.

Questions about AI Behavior Trees Utility AI

What does the AI Behavior Trees Utility AI skill do?

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 unrea

How do I install AI Behavior Trees Utility AI?

Run "npx skills add gamedev-skills/awesome-gamedev-agent-skills --skill ai-behavior-trees-utility-ai" in your project. The skills CLI installs it for Claude Code, Cursor, Codex and 70+ other agents. In Claude on the web, upload the skill folder as a ZIP under Customize > Skills.

Does AI Behavior Trees Utility AI work in Cursor and Codex?

Yes. AI Behavior Trees Utility AI uses the open SKILL.md format, so it works in Claude Code, Claude, Cursor, OpenAI Codex, Gemini CLI, GitHub Copilot and other agents that support agent skills.

Is AI Behavior Trees Utility AI free?

AI Behavior Trees Utility AI is open source on GitHub under the Apache-2.0 license. It is free to install; check the license before commercial use.

Who made AI Behavior Trees Utility AI?

AI Behavior Trees Utility AI is published by gamedev-skills in the gamedev-skills/awesome-gamedev-agent-skills repository, together with 39 other skills.

Similar skills. From other creators.