With consideration to behavior trees and their relevance to planning and control, within and without game development, the distinction between stateful and stateless models is discussed; a three-valued logic bridging traditional control flow with behavior trees is introduced, and a C# implementation is presented.
Cite
@article{arxiv.2011.03835,
title = {Implementing Behavior Trees using Three-Valued Logic},
author = {Thibaud de Souza},
journal= {arXiv preprint arXiv:2011.03835},
year = {2020}
}