Behavior Trees in Robotics and AI: An Introduction
By Michele Colledanchise, Petter Ögren. arXiv.org, 2017
630 citations recorded by the source corpus.
Behavior Trees (BTs) provide a way to structure the behavior of an artificial agent such as a robot or a non-player character in a computer game. Traditional design methods, such as finite state m ...
Subfields: Artificial Intelligence, Computational Theory and Mathematics
View Paper: https://www.semanticscholar.org/paper/9830c9d16293f8f87f998aa449143f0ed1554d1a
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In Artificial Intelligence
Citations in the corpus
- A Survey of Behavior Trees in Robotics and AI (2020, background): “[31] notes that “the use of nodes with memory is advised exclusively for those cases where there is no unexpected event that will undo the execution of the subtree in a composition with memory”.”