The AI Bot in DAE's Elite Engine
The goal
The purpose of this project was to write AI-behavior for an agent that is dropped in a premade world. The world consists of zombie-bots that chase the agent once the agent comes too close. There are also med-kits that are used to heal the agent and coins that will attribute to the overal score. Guns are layed out across the map and can be used to shoot and kill enemies.
The process
To write the behavior, I made usage of a Selective Behavior tree. By checking the most important stats such as health and surroundings first, the AI always acts in terms of safety first.

The Behavior Tree
With the usage of a blackboard, I could save any type of data that the agent was receiving (such as: what's in the FOV, what do I have in my inventory and so on) and use this info in the Behavior actions and conditionals.
Below is a short video of how the AI acted.
Take aways
A behavior tree is something that's quite flexible and easy to expand. It's not too hard to implement and gives great results. The usage of the blackboard is something handy too and could be used with other projects.