Build NPC decisions with structure and trade-offs.
Build reusable C# behavior-tree and utility-decision runtimes, including hybrid systems, for NPC decision-making.
When to use it
Use when implementing reusable behavior trees, utility-based decisions, or enemy and NPC behavior beyond a simple finite-state machine.
Give it a request for NPC decision logic; it builds a reusable behavior-tree runtime, utility evaluator, or hybrid implementation.
No setup requirements listed.
No additional actions listed.