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Copy file name to clipboardExpand all lines: README.md
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To find more details about the conceptual ideas that make this implementation different from others, you can read the [final deliverable of the project MOOD2Be](https://github.com/BehaviorTree/BehaviorTree.CPP/blob/master/MOOD2Be_final_report.pdf).
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# About version 3.3 and above
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# Design principles
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The main goal of this project is to create a Behavior Tree implementation
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that uses the principles of Model Driven Development to separate the role
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You should be able to implement them once and reuse them to build many behaviors.
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- To build a Behavior Tree out of TreeNodes, the Behavior Designer must
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not need to read nor modify the source code of a given TreeNode.
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not need to read nor modify the C++ source code of a given TreeNode.
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Version __3.3+__ of this library introduces some dramatic changes in the API, but
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it was necessary to reach this goal.
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- Complex Behaviours must be composable using Subtrees
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If you used version 2.X in the past, you can
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[find the Migration Guide here](https://behaviortree.github.io/BehaviorTree.CPP/MigrationGuide).
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Many of the features and, sometimes, the apparent limitations of this library, might be a consequence
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of this design principle.
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For instance, having a scoped BlackBoard, visible only in a portion of the tree, is particularly important
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to avoid "name pollution" and allow the creation of large scale trees.
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# GUI Editor
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