Refactor the guard, integrating the character behavior node(s).
The guard moves along a path while patrolling, so the PathWalkBehavior node can be used for that state. Also when chasing the player there is a "leave breadcrumbs" logic (registering the points walked) And returning from chasing the player, there is a "collecting breadcrumbs" logic. So maybe PathWalkBehavior can also be used when returning, by dynamically building a path using straight lines between the breadcrumb points.