Your First Behavior Tree
Behavior trees define how characters make decisions. They model the thought process: “Try this first, and if it fails, try that instead.” In this chapter, you will create your first behavior tree for Martha.
What is a Behavior Tree?
A behavior tree is a hierarchy of nodes that executes from top to bottom. Each node either succeeds or fails, and the tree uses that result to decide what to do next.
There are two fundamental building blocks:
choose(Selector): Try children in order until one succeeds. Think “try A, else try B, else try C.”then(Sequence): Run children in order, stopping if any fails. Think “do A, then B, then C – all must succeed.”
Your First Tree
Let us give Martha a simple baking behavior:
behavior Martha_BakeRoutine {
choose what_to_do {
then fill_special_orders {
CheckSpecialOrders
PrepareSpecialIngredients
BakeSpecialItem
}
then daily_bread {
MixDough
KneadDough
BakeLoaves
}
CleanWorkstation
}
}
Reading this as a story:
Martha will choose what to do. First, she tries to fill special orders: she checks for orders, prepares special ingredients, and bakes the item. If that path fails (maybe there are no special orders), she tries daily bread: she mixes dough, kneads it, and bakes loaves. If even that fails, she simply cleans her workstation.
Understanding choose (Selector)
A choose node tries its children one at a time. As soon as one succeeds, it stops and returns success. If all children fail, it returns failure.
choose response {
HandleUrgentOrder // Try first: handle urgent order
ServeCustomer // If that fails: serve a customer
RestockShelves // If that fails: restock
}
This is like a priority list – the first successful option wins.
Understanding then (Sequence)
A then node runs its children in order. If any child fails, the whole sequence fails and stops. All children must succeed for the sequence to succeed.
then make_sourdough {
MixDough // Must succeed
KneadDough // Must succeed
FirstRise // Must succeed
ShapeLoaves // Must succeed
}
If MixDough fails (no flour available), the whole process stops.
Naming Your Nodes
Both choose and then accept optional labels:
choose daily_priority {
then morning_baking { ... }
then afternoon_sales { ... }
}
Labels are optional but highly recommended. They make your trees readable as narratives and help with debugging. Compare:
// Without labels (hard to read)
choose {
then { MixDough, BakeLoaves }
then { ServeCustomer, CollectPayment }
}
// With labels (reads like a story)
choose priority {
then baking { MixDough, BakeLoaves }
then sales { ServeCustomer, CollectPayment }
}
Combining choose and then
Behavior trees become powerful when you nest selectors and sequences:
behavior Jane_PastryRoutine {
choose pastry_priorities {
// Highest priority: fill custom cake orders
then custom_orders {
ReviewCakeOrder
DesignDecoration
BakeAndDecorate
PackageForPickup
}
// If no orders: prepare display pastries
then display_pastries {
RollPastryDough
PrepareFillings
AssemblePastries
ArrangeDisplay
}
// Default: experiment with new recipes
ExperimentWithFlavors
}
}
Reading this as narrative:
Jane always prioritizes custom cake orders. She reviews the order, designs the decoration, bakes and decorates, then packages it. If there are no orders, she prepares display pastries. If there is nothing else to do, she experiments with new flavors.
Actions
The leaf nodes in a behavior tree are actions – concrete things a character does:
MixDough // Simple action
KneadDough // Simple action
ServeCustomer // Simple action
Actions are identifiers that the runtime interprets. They represent the actual behaviors executed in your simulation.
A Complete Example
Here is a behavior tree for the morning rush at the bakery:
behavior Bakery_MorningRush {
---description
Handles the busy morning rush when customers are
lining up for fresh bread and pastries.
---
choose morning_priority {
then serve_waiting_customer {
GreetCustomer
TakeOrder
PackageItems
CollectPayment
ThankCustomer
}
then restock_display {
CheckDisplayLevels
FetchFromKitchen
ArrangeOnShelves
}
then quick_bake {
CheckInventory
StartQuickBatch
MonitorOven
}
}
}
Notice the prose block (---description ... ---) at the top of the behavior. You can document what the behavior does right alongside the code.
Behavior-Character Connection
Characters link to behaviors using the uses behaviors clause:
character Martha: Human {
age: 34
uses behaviors: [
{ tree: Martha_BakeRoutine },
{ tree: HandleEmergency }
]
}
This tells the simulation that Martha uses two behavior trees. We will cover advanced behavior linking (priorities, conditions) in Making Characters Act.
Next Steps
Your behavior trees so far make decisions between options and run sequences of actions. In Making Characters Act, you will learn how to add conditions, decorators, and parameters to create truly dynamic behaviors.
Reference: For complete behavior tree syntax, see the Behavior Trees Reference.