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.