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LimboAI Documentation
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=====================
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**LimboAI** is an open-source C++ module for **Godot Engine 4** providing a combination of
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**Behavior Trees** and **State Machines** for crafting your game’s AI. It comes with a
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behavior tree editor, built-in documentation, visual debugger, and more! While
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it is implemented in C++, it fully supports GDScript for :ref:`creating your own tasks <custom_tasks>`
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and states. The full list of features is available on the
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`LimboAI GitHub <https://github.com/limbonaut/limboai#features>`_ page.
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.. SCREENSHOT
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**Behavior Trees** are powerful hierarchical structures used to model and control the behavior
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of agents in a game (e.g., characters, enemies, entities). They are designed to
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make it easier to create complex and highly modular behaviors for your games.
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To learn more about behavior trees, check out :ref:`introduction`.
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**Hierarchical State Machines** are finite state machines that allow any state to host their own
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sub-state machine. This allows you to tackle your AI's state and transition complexity by breaking down
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one big state machine into multiple smaller ones.
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.. toctree::
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:hidden:
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:maxdepth: 1
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:caption: Getting started
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getting-started/getting-limboai
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getting-started/c-sharp
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getting-started/contributing
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.. toctree::
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:hidden:
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:maxdepth: 1
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:caption: Behavior Trees
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behavior-trees/introduction
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behavior-trees/create-tree
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behavior-trees/custom-tasks
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behavior-trees/using-blackboard
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behavior-trees/accessing-nodes
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.. toctree::
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:hidden:
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:maxdepth: 1
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:caption: Hierarchical State MachineS
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hierarchical-state-machines/create-hsm
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.. toctree::
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:hidden:
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:maxdepth: 1
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:caption: Class reference
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:glob:
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classes/featured-classes
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classes/class_*
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