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Behaviortree replacing State Machine also in the player?#946

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rudiHammad asked this question inQ&A
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Hello,
reading about BehaviorTree.cpp it mentions that it replaces state machine. After what I've been reading, behavior trees in general are great for A.I. But when it comes to player inputs (idle, run, jump, dive, shoot,etc...) behavior trees are not recommended. This is a quote from Robert Nystrom Book:

(State Machines )They’re a good modeling tool for certain kinds of problems. Finite state machines are useful when:
You have an entity whose behavior changes based on some internal state.
That state can be rigidly divided into one of a relatively small number of distinct options.
The entity responds to a series of inputs or events over time.
You can read more about here:https://gameprogrammingpatterns.com/state.html

My question is if when BehaviorTree.cpp refers to replace state machine, is it talking just for a.i or does it also refer to the player.

thanks

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