yes, I have to manage the total sum of behaviours available on the blackboard or add some flag to behaviours which
have to be attributed to some squad. That's right.
But I regard the evaluation if some behaviour is most suitable for a squad as a part of the behaviour itself, therefore it's the task of the behaviour to create those goals and therewith making the goalfinder able to decide to whome it should be handed over. This is of course another evaluate function than the std one, like described in my paper, since those 2 are working on different, let's say, contexts. one looking at squads, deciding which one is able to fulfill the task, the other one ( that one that is already part of the implementation and used on squad and bot level ) taking care of when being executed on the squad level.
In other words, each behaviour on the blackboard wants to go there, where it is most probable to survive and have sucess.
and about the feat that nobody doesnt do anything ... in my current implementation there is always something like a bottom layer, something like "run around", which always produces low priority goals, so that noone is bored

it's anyway not often the case that a behaviour tells that it's impossible to do something, they often just give low priorities. ok, with the bomb, it's simply impossible to go bomb planting without the bomb. ( btw, I also see killaruna's priority weighting problem arising here, until I was still able to keep up some pencil drawings showing priority distributions on different layers for the behaviuors

)
no need to be afraid of lazy bots
