Managing AI in Gigantic
gamedevdaily.io
gamedevdaily.io
Finite State Machines don't have memory per se, but duplication of states can create the illusion of memory. if you have five states in a row that expect a particular situation/sequence, then this could emulate a counter up to five. I think this could be done with multiple states in a behavior tree. But a FSM could have a physical loop back to a previous state which would emulate an unknown number of states. I don't see how to do this with Behaviour trees.
I'd like to see more details, and of course, if anyone actually has used these, I'd like to hear how repetition is supported, or even time varying values.
There's a second post that may answer some of your other questions. "Advanced Behavior Tree Structures" https://gamedevdaily.io/advanced-behavior-tree-structures-4b...
Unity has a decent behavior tree plugin called Behavior Designer. I've only used it a tiny bit so I'm still getting a grasp on what it does and does not handle well. Poking at it, or simply it's documentation, may also help. https://www.assetstore.unity3d.com/en/#!/content/15277 http://www.opsive.com/assets/BehaviorDesigner/
http://www.gamasutra.com/blogs/ChrisSimpson/20140717/221339/...