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README.md

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![License MIT](https://img.shields.io/github/license/BehaviorTree/BehaviorTree.CPP?color=blue)
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![Version](https://img.shields.io/badge/version-4.1-blue.svg)
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[![cmake Ubuntu](https://github.com/BehaviorTree/BehaviorTree.CPP/actions/workflows/cmake_ubuntu.yml/badge.svg)](https://github.com/BehaviorTree/BehaviorTree.CPP/actions/workflows/cmake_ubuntu.yml)
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[![cmake Windows](https://github.com/BehaviorTree/BehaviorTree.CPP/actions/workflows/cmake_windows.yml/badge.svg)](https://github.com/BehaviorTree/BehaviorTree.CPP/actions/workflows/cmake_windows.yml)
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[![conan Ubuntu](https://github.com/BehaviorTree/BehaviorTree.CPP/actions/workflows/cmake_ubuntu.yml/badge.svg)](https://github.com/BehaviorTree/BehaviorTree.CPP/actions/workflows/cmake_ubuntu.yml)
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[![conan Windows](https://github.com/BehaviorTree/BehaviorTree.CPP/actions/workflows/cmake_windows.yml/badge.svg)](https://github.com/BehaviorTree/BehaviorTree.CPP/actions/workflows/cmake_windows.yml)
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[![ros1](https://github.com/BehaviorTree/BehaviorTree.CPP/workflows/ros1/badge.svg?branch=master)](https://github.com/BehaviorTree/BehaviorTree.CPP/actions?query=workflow%3Aros1)
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[![ros2](https://github.com/BehaviorTree/BehaviorTree.CPP/workflows/ros2/badge.svg?branch=master)](https://github.com/BehaviorTree/BehaviorTree.CPP/actions?query=workflow%3Aros2)
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Even if our main use-case is __robotics__, you can use this library to build
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__AI for games__, or to replace Finite State Machines.
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There are few features that make __BehaviorTree.CPP__ unique, when compared to other implementations:
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There are few features which make __BehaviorTree.CPP__ unique, when compared to other implementations:
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- It makes __asynchronous Actions__, i.e. non-blocking, a first-class citizen.
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- You can build __reactive__ behaviors that execute multiple Actions concurrently.
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- You can build __reactive__ behaviors that execute multiple Actions concurrently (orthogonality).
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- Trees are defined using a Domain Specific __scripting language__ (based on XML), and can be loaded at run-time; in other words, even if written in C++, the morphology of the Trees is _not_ hard-coded.
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That branch might receive bug fixes, but the new features will be implemented
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only in the master branch.
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## Commercial support
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Are you using BT.CPP in your commercial product and you need technical support / consulting?
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You can contact the main author [email protected] to discuss your use case and needs.
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# Design principles
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The main goal of this project is to create a Behavior Tree implementation
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that uses the principles of Model Driven Development to separate the role
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of the __Component Developer__ from the __Behavior Designer__.
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In practice, this means that:
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- Custom TreeNodes must be reusable building blocks.
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You should be able to implement them once and reuse them to build many behaviors.
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- To build a Behavior Tree out of TreeNodes, the Behavior Designer must
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not need to read nor to modify the C++ source code..
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- Complex Behaviours must be composable using Subtrees.
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# GUI Editor
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Editing a BehaviorTree is as simple as editing a XML file in your favourite text editor.
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If you want to use BT.CPP in your application, please refer to the
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example here: https://github.com/BehaviorTree/btcpp_sample .
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# Commercial support
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Are you using BT.CPP in your commercial product and you need technical support / consulting?
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You can contact the main author [email protected] to discuss your use case and needs.
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# License
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