MIRAI Behavior Tree Framework
MIRAI: Modular Intelligent Response & Adaptive Interaction
Developed the core AI framework for Inhyeong’s enemy systems. MIRAI uses a builder pattern architecture that cleanly separates decision logic, execution, and behavior construction.
Key Design Decisions
The framework is built around three pillars:
- Behavior Trees — composite, decorator, and action nodes form the decision-making backbone
- Builder Pattern — reusable builders for combat, movement, and goal behaviors that can be mixed and matched across enemy types
- Network Sync — all AI decisions are synchronized through FishNet so enemies behave consistently for all players
Integrated Systems
The AdvancedBehaviorTree base class comes with built-in memory, personality, and goal systems. This means enemies can remember player positions, adapt their aggression based on personality traits, and pursue dynamic goals rather than following rigid scripts.
A* Pathfinding Pro handles navigation, giving enemies intelligent movement through the game world.
What’s Next
Expanding the builder library with more specialized combat behaviors and testing edge cases in network synchronization under high latency.