# AI architecture

**URL:** <https://forums.unrealengine.com/t/ai-architecture/1751368>\
**Category:** Blueprint\
**Tags:** aiperception, aicontroller, unreal-engine, Blueprint, question\
**Created:** [March 14, 2024, 12:17pm UTC](https://forums.unrealengine.com/t/ai-architecture/1751368 "2024-03-14T12:17:49Z")\
**Posts on this page:** 2\
**Page:** 1

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**Author:** ![Arsolio](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/arsolio/32/721082_2.png) [@Arsolio](https://forums.unrealengine.com/u/Arsolio)\
**Post date:** [March 14, 2024, 12:17pm UTC](https://forums.unrealengine.com/t/ai-architecture/1751368/1 "2024-03-14T12:17:49Z")

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Good day friends! I have a question for you. I’m going through smart AI tutorial [https://www.youtube.com/playlist?list=PLNwKK6OwH7eW1n49TW6-FmiZhqRn97cRy](https://www.youtube.com/playlist?list=PLNwKK6OwH7eW1n49TW6-FmiZhqRn97cRy) and struggle with different issues. In the tutorial guy use states(like combat, passive, patrolling e.t.c.) and switch it via sense updates.

And I don’t get it. Why states logic appears in sense components? Isn’t better to leave sense just as source of notifications and make decisions about state in behavior trees? It’s impossible? Or do behavior trees have some performance issues?

How do you use senses and updates?

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**Author:** ![Auran131](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Auran131](https://forums.unrealengine.com/u/Auran131)\
**Post date:** [March 14, 2024, 12:20pm UTC](https://forums.unrealengine.com/t/ai-architecture/1751368/2 "2024-03-14T12:20:47Z")

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i agree, its better to keep the senses contained. the aicontroller can then bind to sense events
