What are the main differences between behavior trees and finite state machines?
Behavior trees are hierarchical and modular, allowing for more complex behaviors, while finite state machines are simpler and based on states and transitions.
Can you give an example of when to use behavior trees?
Sure! Behavior trees are great for complex AI characters in games, where you need dynamic decision-making.
What about finite state machines? When are they more suitable?
Finite state machines are ideal for simpler tasks, like controlling a character's animations or basic enemy AI.
Are there any drawbacks to using behavior trees?
Yes, behavior trees can become complex and harder to manage if not structured properly, especially for large projects.
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