Let's say I have a horror game where I want a handful of creatures to move around an astar pathfinder mesh and chase the player. Typically I'd do this in behavior trees, but I was thinking that the unpredictability of AI decisions would potentially lead to scarier results.
Is it feasible to run decision-making agents at runtime in Unity? If so, what would be the best tools or approach to follow? How's the performance? I'm new to this area so looking for advice!