Learning of Behavior Trees for Autonomous Agents
April 22, 2015 Β· Declared Dead Β· π IEEE Transactions on Games
"No code URL or promise found in abstract"
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Authors
Michele Colledanchise, Ramviyas Parasuraman, Petter Γgren
arXiv ID
1504.05811
Category
cs.RO: Robotics
Cross-listed
cs.AI,
cs.LG
Citations
110
Venue
IEEE Transactions on Games
Last Checked
4 months ago
Abstract
Definition of an accurate system model for Automated Planner (AP) is often impractical, especially for real-world problems. Conversely, off-the-shelf planners fail to scale up and are domain dependent. These drawbacks are inherited from conventional transition systems such as Finite State Machines (FSMs) that describes the action-plan execution generated by the AP. On the other hand, Behavior Trees (BTs) represent a valid alternative to FSMs presenting many advantages in terms of modularity, reactiveness, scalability and domain-independence. In this paper, we propose a model-free AP framework using Genetic Programming (GP) to derive an optimal BT for an autonomous agent to achieve a given goal in unknown (but fully observable) environments. We illustrate the proposed framework using experiments conducted with an open source benchmark Mario AI for automated generation of BTs that can play the game character Mario to complete a certain level at various levels of difficulty to include enemies and obstacles.
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