Tags can be used to tally action, communicate between enemy brains and set up basic "IF" statements.
Let's take an example:
 <State id="Stand">        <State id="Sub1">            <Behavior prob="1" text="Sub1">Say</Behavior>            <Transition afterTime="5">Sub2</Transition>        </State>        <State id="Sub2">            <Behavior prob="1" text="Sub2">Say</Behavior>            <Behavior tagName="SubsDone">SetTag</Behavior>        </State>        <Transition hasTag="SubsDone">Wander</Transition>    </State>    <State id="Wander">        <State id="Sub1">            <Behavior prob="1" text="Sub1">Say</Behavior>            <Transition afterTime="5">Sub2</Transition>        </State>        <State id="Sub2">            <Behavior prob="1" text="Sub2">Say</Behavior>            <Behavior tagName="SubsDone">ClearTag</Behavior>        </State>        <Behavior bucket="movement">Wander</Behavior>        <Transition noTag="SubsDone">Stand</Transition>    </State>Is something described here not clear or do you have ideas on how to improve the documentation? Let us know!