AI Command Lab // Flight Simulator
304A: The Behavior Tree
Initial AI Output (Fragile)
// AI-Generated Code: The State Explosion
if (state == Patrol) {
if (SeePlayer) state = Chase;
if (Health < 10) state = Flee;
}
else if (state == Chase) {
if (!SeePlayer) state = Patrol;
if (Health < 10) state = Flee;
}
// Audit Fail: You have to copy the "Flee" check into EVERY state.
Initial AI Prompt
"You ask the AI: "Make the enemy patrol, but if it sees the player, chase, unless health is low, then flee.""
Pilot Comm Link
Mission Objective: A skilled Navigator directs the AI to use Nodes.
Optimized Protocol
// Corrected: The Tree Structure
root = new Selector(
new Sequence(new LowHealthCheck(), new FleeAction()),
new Sequence(new VisionCheck(), new ChaseAction()),
new PatrolAction()
);