A Survey of Behavior Trees in Robotics and AI

May 12, 2020 Β· The Cartographer Β· πŸ› Robotics Auton. Syst.

πŸ“š THE CARTOGRAPHER: The Cartographer
Survey/review paper β€” maps the landscape rather than implementing a method.

"No code URL or promise found in abstract"
"Title-pattern auto-detect: A Survey of Behavior Trees in Robotics and AI"

Evidence collected by the PWNC Scanner

Authors Matteo Iovino, Edvards Scukins, Jonathan Styrud, Petter Γ–gren, Christian Smith arXiv ID 2005.05842 Category cs.RO: Robotics Cross-listed cs.AI Citations 301 Venue Robotics Auton. Syst. Last Checked 7 days ago
Abstract
Behavior Trees (BTs) were invented as a tool to enable modular AI in computer games, but have received an increasing amount of attention in the robotics community in the last decade. With rising demands on agent AI complexity, game programmers found that the Finite State Machines (FSM) that they used scaled poorly and were difficult to extend, adapt and reuse. In BTs, the state transition logic is not dispersed across the individual states, but organized in a hierarchical tree structure, with the states as leaves. This has a significant effect on modularity, which in turn simplifies both synthesis and analysis by humans and algorithms alike. These advantages are needed not only in game AI design, but also in robotics, as is evident from the research being done. In this paper we present a comprehensive survey of the topic of BTs in Artificial Intelligence and Robotic applications. The existing literature is described and categorized based on methods, application areas and contributions, and the paper is concluded with a list of open research challenges.
Community shame:
Not yet rated
Community Contributions

Found the code? Know the venue? Think something is wrong? Let us know!

πŸ“œ Similar Papers

In the same crypt β€” Robotics