Sollimann / bonsai

Rust implementation of AI behavior trees.
MIT License
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autonomous-robots behavior-tree bevy concurrency finite-state-machine fsm game game-development navigation piston robotics ros ros2 rust unreal-engine

Bonsai 盆栽

Rust implementation of Behavior Trees

Build Status Bonsai crate minimum rustc 1.72 Docs codecov Maintenance GitHub pull-requests GitHub pull-requests closed ViewCount License: MIT

Contents

Using Bonsai

Bonsai is available on crates.io. The recommended way to use it is to add a line into your Cargo.toml such as:

[dependencies]
bonsai-bt = "*"

What is a Behavior Tree?

A Behavior Tree (BT) is a data structure in which we can set the rules of how certain behavior's can occur, and the order in which they would execute. BTs are a very efficient way of creating complex systems that are both modular and reactive. These properties are crucial in many applications, which has led to the spread of BT from computer game programming to many branches of AI and Robotics.

How to use a Behavior tree?

A Behavior Tree forms a tree structure where each node represents a process. When the process terminates, it signals Success or Failure. This can then be used by the parent node to select the next process. A signal Running is used to tell the process is not done yet.

For example, if you have a state A and a state B:

See the Behavior enum for more information.

Calling long-running tasks in behavior tree

To make sure that the behavior tree is always responsive, it is important that the actions that are created executes instantly so that they do not block the tree traversal. If you have long-running tasks/functions that can take seconds or minutes to execute - either async or sync - then we can dispatch those jobs into background threads, and get status of the task through a channel.

see async drone example in the /examples folder for more details.

Example of use

See Examples folder.

Similar Crates

Bonsai is inspired by many other crates out there, here's a few worth mentioning: