<?xml version="1.0" encoding="utf-8" standalone="yes"?><rss version="2.0" xmlns:atom="http://www.w3.org/2005/Atom"><channel><title>行为树调试 on PlumePHP</title><link>https://plumephp.com/tags/%E8%A1%8C%E4%B8%BA%E6%A0%91%E8%B0%83%E8%AF%95/</link><description>Recent content in 行为树调试 on PlumePHP</description><generator>Hugo</generator><language>zh-CN</language><lastBuildDate>Thu, 04 Jun 2026 15:42:00 +0800</lastBuildDate><atom:link href="https://plumephp.com/tags/%E8%A1%8C%E4%B8%BA%E6%A0%91%E8%B0%83%E8%AF%95/index.xml" rel="self" type="application/rss+xml"/><item><title>Godot 行为树调试：让敌人 AI 的每一步都能解释</title><link>https://plumephp.com/godot-ai-behavior-tree-debugging-2026/</link><pubDate>Thu, 04 Jun 2026 15:42:00 +0800</pubDate><guid>https://plumephp.com/godot-ai-behavior-tree-debugging-2026/</guid><description>&lt;p&gt;敌人 AI 最难调的地方，不是它完全不动，而是它偶尔做出“看起来像错觉”的行为。玩家刚进房间，怪物停顿半秒才追；Boss 明明进入斩杀血量，却继续绕场；远程怪站在墙后不断尝试射击。策划说感觉不对，程序打开日志却只看到一串状态切换。&lt;/p&gt;</description></item></channel></rss>