Behavior trees

There are two typical ways to handle model state transitions:

  1. state-machines (known typically from computer science)
  2. behavior trees (adopted heavily by game industry)

[Here]((https://queenofsquiggles.github.io/guides/fsm-vs-bt/) is a nice article that:

  1. explains high level concept
  2. highlights pros and cons
  3. provides simple speculative examples

The paper ‘A robust layered control system for a mobile robot’ written by Rodney Brooks that created the foundation that was adopted and generalized later by game industry to model behavior of non-player characters.