This is a demo of Behavior Trees for AI where I have created a 30 X 40 grid on which I have a mini lock-key-treasure game, similar to the one in my State Machines example.. This is a build-up on my last projects, pathfinding and pathfollowing. I have made this is Unity 5, you can find the code here at GitHub.
This behaviour tree is comprised of hierarchical nodes that control the flow of decision making of my player AI. At the extents of the tree, the leaves, are the actual commands that control the player, and forming the branches are various types of utility nodes that control his walk down the trees to reach the sequences of commands best suited to the situation.