AI PROTOTYPING

Behaviour Tree Planner

Sketch AI selectors, sequences, actions, and conditions, then export the node list as JSON.

NODE VOCABULARY

Plan behaviour tree nodes

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NameTypeActions
This planner captures the node vocabulary and rough order. In production, keep selectors and sequences small, observable, and testable in isolation.

Behaviour tree guide

Behaviour trees make NPC decisions composable, but large trees become difficult to debug when selectors, sequences, and actions are mixed without clear contracts.

Use the result as a balancing or prototyping starting point, then validate it against your own game data and playtests.

Keep nodes small and observable

Each condition should answer one question and each action should expose success, failure, or running. Log the active branch during development so designers can see why an NPC chose a behaviour.

A practical production check

Record the assumptions behind the estimate, test a small and a worst-case scenario, then compare the result with a profiler, playtest, or representative content sample. This turns a one-off number into a repeatable design decision.

Prototype first, tune second

A calculator or generator can expose relationships quickly, but the final values should be checked against player experience, content cadence, and the rest of your economy or combat system.

Frequently asked questions

Does this replace playtesting or profiling?

No. It provides a fast, repeatable baseline so testing starts from informed numbers rather than guesses.

Can I use this for a shipped game?

Yes, as a planning and comparison aid. Confirm critical budgets with measurements from your target hardware, network conditions, or production data.

Does my data leave the browser?

No. These tools run locally in your browser.

Privacy note: behaviour tree planning happens in your browser. Nothing is uploaded.