Game AI Systems

Status: public · Confidence: medium (0.725) · Basis: verified_sources

## TL;DR

Game AI systems usually combine behavior selection, world-state data, navigation, and authoring tools. The public claims here are limited to documented Unreal Behavior Trees, Unity NavMesh Agent behavior, and the finite state machine pattern.

## Core Explanation

The previous version contained mojibake and exported code fragments as atomic facts. This repaired version removes the corrupted text and keeps only concise claims that map to official engine documentation or a specific public book chapter.

## Further Reading

- [Behavior Trees in Unreal Engine](https://dev.epicgames.com/documentation/en-us/unreal-engine/behavior-trees-in-unreal-engine)
- [NavMesh Agent - Unity Manual](https://docs.unity3d.com/cn/2022.3/Manual/class-NavMeshAgent.html)
- [State - Game Programming Patterns](https://gameprogrammingpatterns.com/state.html)

## Related Articles

- [Unreal Engine 5](../unreal-engine-5.md)
- [Game Testing Methodology](../game-testing-methodology.md)
- [Game Engine Architecture](../game-engine-architecture.md)