BREAKING CHANGES: - Relationship syntax now requires blocks for all participants - Removed self/other perspective blocks from relationships - Replaced 'guard' keyword with 'if' for behavior tree decorators Language Features: - Add tree-sitter grammar with improved if/condition disambiguation - Add comprehensive tutorial and reference documentation - Add SBIR v0.2.0 binary format specification - Add resource linking system for behaviors and schedules - Add year-long schedule patterns (day, season, recurrence) - Add behavior tree enhancements (named nodes, decorators) Documentation: - Complete tutorial series (9 chapters) with baker family examples - Complete reference documentation for all language features - SBIR v0.2.0 specification with binary format details - Added locations and institutions documentation Examples: - Convert all examples to baker family scenario - Add comprehensive working examples Tooling: - Zed extension with LSP integration - Tree-sitter grammar for syntax highlighting - Build scripts and development tools Version Updates: - Main package: 0.1.0 → 0.2.0 - Tree-sitter grammar: 0.1.0 → 0.2.0 - Zed extension: 0.1.0 → 0.2.0 - Storybook editor: 0.1.0 → 0.2.0
418 lines
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<main>
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<h1 id="advanced-behaviors"><a class="header" href="#advanced-behaviors">Advanced Behaviors</a></h1>
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<p>You have learned the fundamentals of behavior trees. This chapter covers advanced patterns: complex decision hierarchies, modular design with subtrees, and state-driven behavior.</p>
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<h2 id="deep-decision-trees"><a class="header" href="#deep-decision-trees">Deep Decision Trees</a></h2>
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<p>Real characters need layered decision-making. Nest selectors and sequences to create rich AI:</p>
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<pre><code class="language-storybook">behavior Baker_DailyAI {
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choose daily_activity {
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// Morning: Prepare the bakery
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then morning_prep {
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if(time_is_morning)
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then prep_sequence {
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LightOven
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PrepareDough
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StartFirstBatch
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}
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}
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// Day: Serve customers
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then day_service {
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if(time_is_daytime)
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choose service_mode {
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then serve_customer {
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if(customer_waiting)
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GreetCustomer
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TakeOrder
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PackageItems
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CollectPayment
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}
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then restock {
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if(display_low)
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FetchFromKitchen
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}
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CleanCounter
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}
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}
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// Evening: Close up
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then evening_close {
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if(time_is_evening)
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then close_sequence {
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TurnOffOvens
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CleanKitchen
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CountRegister
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LockUp
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}
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}
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}
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}
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</code></pre>
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<p>Each level of nesting refines the decision. The outer <code>choose</code> selects the time of day; inner nodes handle the specifics.</p>
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<h2 id="modular-subtrees"><a class="header" href="#modular-subtrees">Modular Subtrees</a></h2>
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<p>Large behavior trees become unwieldy. Break them into focused subtrees and compose with <code>include</code>:</p>
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<pre><code class="language-storybook">// Focused subtree: just baking
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behavior Baking_Sourdough {
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then sourdough_sequence {
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MixDough
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KneadDough
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FirstRise
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ShapeLoaves
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}
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}
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// Focused subtree: just customer service
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behavior Service_ServeCustomer {
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then service_sequence {
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GreetCustomer
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TakeOrder
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PackageItems
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CollectPayment
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}
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}
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// Composition: combine subtrees
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behavior Martha_FullDay {
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choose activity {
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then morning_baking {
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if(time_is_morning)
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include Baking_Sourdough
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include Baking_Pastries
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}
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then afternoon_sales {
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if(time_is_afternoon)
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include Service_ServeCustomer
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}
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CleanWorkstation
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}
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}
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</code></pre>
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<p>Benefits of modular subtrees:</p>
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<ul>
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<li>Each subtree is testable in isolation</li>
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<li>Multiple characters can share subtrees</li>
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<li>Changes propagate automatically</li>
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</ul>
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<h2 id="conditional-behavior-selection"><a class="header" href="#conditional-behavior-selection">Conditional Behavior Selection</a></h2>
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<p>Use conditions to switch between behavioral modes:</p>
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<pre><code class="language-storybook">behavior SmartBaker {
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choose strategy {
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// Busy mode when there are many customers
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then busy_mode {
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if(customer_count > 5 and inventory_sufficient)
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choose rush_tactics {
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ServeFastOrder
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QuickRestock
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ExpressBake
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}
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}
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// Careful mode when supplies are low
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then careful_mode {
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if(inventory_low or special_ingredients_missing)
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choose conservation_tactics {
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ReducePortions
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SubstituteIngredients
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OrderEmergencySupply
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}
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}
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// Normal mode otherwise
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then normal_mode {
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if(customer_count <= 5 and inventory_sufficient)
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StandardRoutine
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}
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}
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}
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</code></pre>
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<h2 id="decorator-combinations"><a class="header" href="#decorator-combinations">Decorator Combinations</a></h2>
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<p>Combine decorators to build sophisticated control patterns:</p>
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<pre><code class="language-storybook">behavior Baker_SpecialRecipe {
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// Only when inventory is sufficient
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if(has_special_ingredients) {
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// Limited to once per hour
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cooldown(1h) {
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// Must complete within 30 minutes
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timeout(30m) {
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// Try up to 3 times
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retry(3) {
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then bake_special {
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PrepareSpecialDough
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BakeAtPreciseTemperature
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}
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}
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}
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}
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}
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}
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</code></pre>
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<h2 id="prose-documentation"><a class="header" href="#prose-documentation">Prose Documentation</a></h2>
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<p>Add narrative context to complex behaviors with prose blocks:</p>
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<pre><code class="language-storybook">behavior Elena_TrainingSession {
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---description
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Elena practicing a new recipe under Martha's guidance.
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Uses retry decorator for persistence and if for
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checking readiness.
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---
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choose training_strategy {
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then practice_supervised {
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if(martha_available)
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retry(3) {
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then attempt_recipe {
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ReviewRecipeSteps
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MeasureIngredients
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MixAndKnead
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CheckWithMartha
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}
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}
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}
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then practice_solo {
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if(not martha_available)
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then solo_attempt {
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ReviewRecipeNotes
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AttemptRecipeFromMemory
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TasteTestResult
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}
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}
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}
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}
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</code></pre>
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<h2 id="design-tips"><a class="header" href="#design-tips">Design Tips</a></h2>
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<p><strong>Prefer shallow trees</strong>: Break deep nesting into subtrees with <code>include</code>.</p>
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<p><strong>Name every composite node</strong>: Labels make trees self-documenting.</p>
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<p><strong>Use decorators for control flow</strong>: Timing, repetition, and gating belong in decorators, not in action logic.</p>
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<p><strong>Keep actions atomic</strong>: Each action should do one thing. Complex operations are sequences of simple actions.</p>
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<h2 id="next-steps"><a class="header" href="#next-steps">Next Steps</a></h2>
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<p>Characters do not exist in isolation. In <a href="./06-relationships.html">Character Relationships</a>, you will model how characters connect to each other – friendships, rivalries, parent-child bonds, and more.</p>
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<hr />
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<p><strong>Reference</strong>: See <a href="../reference/11-behavior-trees.html">Behavior Trees Reference</a> and <a href="../reference/12-decorators.html">Decorators Reference</a> for complete syntax.</p>
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