What are the main differences between behavior trees and finite state machines in C++?
Behavior trees are hierarchical and modular, allowing for more complex decision-making, while finite state machines are simpler and based on states and transitions.
Can you give an example of when to use a behavior tree instead of a finite state machine?
Use a behavior tree for complex AI behaviors like NPCs in games, where multiple actions can occur simultaneously. Finite state machines are better for simpler, linear tasks.
What are the advantages of using behavior trees?
Behavior trees offer reusability, easier debugging, and better organization of AI logic compared to finite state machines.
Are there any downsides to using behavior trees?
Yes, behavior trees can be more complex to implement and may require more resources than finite state machines.
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