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arXiv:1709.00084cs.RO

Behavior Trees in Robotics and AI: An Introduction

Michele Colledanchise, Petter Ögren

Abstract

A Behavior Tree (BT) is a way to structure the switching between different tasks in an autonomous agent, such as a robot or a virtual entity in a computer game. BTs are a very efficient way of creating complex systems that are both modular and reactive. These properties are crucial in many applications, which has led to the spread of BT from computer game programming to many branches of AI and Robotics. In this book, we will first give an introduction to BTs, then we describe how BTs relate to, and in many cases generalize, earlier switching structures. These ideas are then used as a foundation for a set of efficient and easy to use design principles. Properties such as safety, robustness, and efficiency are important for an autonomous system, and we describe a set of tools for formally analyzing these using a state space description of BTs. With the new analysis tools, we can formalize the descriptions of how BTs generalize earlier approaches. We also show the use of BTs in automated planning and machine learning. Finally, we describe an extended set of tools to capture the behavior of Stochastic BTs, where the outcomes of actions are described by probabilities. These tools enable the computation of both success probabilities and time to completion.

arXiv comments
Journal reference
Chapman & Hall/CRC Artificial Intelligence and Robotics Series 2018
DOI
doi:10.1201/9780429489105
Subjects
cs.RORobotics cs.AIArtificial Intelligence

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Linked by 3 identifiable commenters in 3 comments across 3 threads, from Mar 2021 to Nov 2025. Found in 3 HN submissions from Jan 2021 to Dec 2023. Open submission discussions.

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Discussed in comments3 threads

    • In my own system in unity, I used LLMs as merely an orchestrator and left Behaviour Trees (https://arxiv.org/abs/1709.00084) as the main core of NPC behaviour. I assume this question is directed at the NPC engine part of the mod, "FelPawns" as of right now. Since my goal is to…

      walterfreedomView on HNParent context

    • Thanks! Noted the cite to this paper (below) as well in your paper in case others are interested: Behavior Trees in Robotics and AI: An Introduction, Michele Colledanchise, Petter Ögren, 2017 http://arxiv.org/abs/1709.00084 1.1 A Short History and Motivation of BTs BTs were…

      temporarelyView on HNParent context

    • When I worked on robotics I often found myself reaching for behavior trees for anything complex over a FSM. See section 2 of "Behavior Trees in Robotics and AI"[1] for an example of how much simpler they are. I think they are popular in game dev too but I've never worked in that…

      DatenstromView on HNParent context

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