Conceptually, decision trees are slightly simpler than FSMs and
represent branching structures that are often used to make highlevel
strategic decisions. For example in a strategy game, it is
needed to decide if a computer-guided opponent should prepare an
attack or concentrate on resource gathering. The nodes in the tree
are test conditions, which lead to different sub-trees. A final leaf
node contains a resulting decision. Similar to FSMs, decision trees
are conceptual tools and can be realized by simple if-then
statements