Behavior-Tree | A lightweight library of Behavior Trees Library in C | Dataset library

 by   miccol C++ Version: Current License: MIT

kandi X-RAY | Behavior-Tree Summary

kandi X-RAY | Behavior-Tree Summary

Behavior-Tree is a C++ library typically used in Artificial Intelligence, Dataset applications. Behavior-Tree has no bugs, it has no vulnerabilities, it has a Permissive License and it has low support. You can download it from GitHub.

A lightweight behavior tree library in C++. BT++.
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              Behavior-Tree has a low active ecosystem.
              It has 147 star(s) with 38 fork(s). There are 14 watchers for this library.
              OutlinedDot
              It had no major release in the last 6 months.
              There are 0 open issues and 12 have been closed. On average issues are closed in 64 days. There are no pull requests.
              It has a neutral sentiment in the developer community.
              The latest version of Behavior-Tree is current.

            kandi-Quality Quality

              Behavior-Tree has no bugs reported.

            kandi-Security Security

              Behavior-Tree has no vulnerabilities reported, and its dependent libraries have no vulnerabilities reported.

            kandi-License License

              Behavior-Tree is licensed under the MIT License. This license is Permissive.
              Permissive licenses have the least restrictions, and you can use them in most projects.

            kandi-Reuse Reuse

              Behavior-Tree releases are not available. You will need to build from source code and install.
              Installation instructions are not available. Examples and code snippets are available.

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            Behavior-Tree Key Features

            No Key Features are available at this moment for Behavior-Tree.

            Behavior-Tree Examples and Code Snippets

            No Code Snippets are available at this moment for Behavior-Tree.

            Community Discussions

            QUESTION

            Behavior Tree: How/When to return "running" state on leaf nodes?
            Asked 2019-Nov-05 at 18:10

            I've implemented a simple Behavior Tree algorithm which I intend to use inside a Unity project. It's mostly working as I expected, except I'm having trouble making proper use of it, which might be caused by some misunderstanding of mine. My problem is as follows:

            If a leaf node takes a long time to finish, for instance, an action that makes a game unit follow a specific path, that means the leaf node is currently at the "running" state. However, if I return the state, I can no longer run the rest of the function, which means I can't reach my destination.

            So my question is: what is the proper way to tell my tree that a leaf node is running?

            Here's what I got on my ActionNode class:

            ...

            ANSWER

            Answered 2019-Sep-24 at 15:19

            Okay, I figured out what I was doing wrong. I was assuming that my tree was responsible for executing the action code, when it is actually supposed to only evaluate the state of every node. In this case, my above example would change to something like this:

            Source https://stackoverflow.com/questions/58020757

            Community Discussions, Code Snippets contain sources that include Stack Exchange Network

            Vulnerabilities

            No vulnerabilities reported

            Install Behavior-Tree

            You can download it from GitHub.

            Support

            For any new features, suggestions and bugs create an issue on GitHub. If you have any questions check and ask questions on community page Stack Overflow .
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            https://github.com/miccol/Behavior-Tree.git

          • CLI

            gh repo clone miccol/Behavior-Tree

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            git@github.com:miccol/Behavior-Tree.git

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