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<rss version="2.0" xmlns:atom="http://www.w3.org/2005/Atom"><channel><title>Behavior Trees in Robotics and AI: An Introduction · HackerPapers discussions</title><link>https://hackerpaper.kaipfister.de/p/1709.00084/</link><description>Collected HN comments and submissions linking this paper.</description><language>en</language><lastBuildDate>Mon, 02 Nov 2026 11:16:22 GMT</lastBuildDate><atom:link href="https://hackerpaper.kaipfister.de/p/1709.00084/feed.xml" rel="self" type="application/rss+xml" /><item><title>Behavior Trees in Robotics and AI: An Introduction — mentioned by walterfreedom</title><link>https://news.ycombinator.com/item?id=45922090</link><guid isPermaLink="false">urn:hackerpapers:mention:1709.00084:45922090</guid><pubDate>Thu, 13 Nov 2025 23:29:45 GMT</pubDate><description>&lt;p&gt;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, &amp;quot;FelPawns&amp;quot; as of right now. Since my goal is to manupilate the NPC behaviour ingame directly, and use LLM for more than just roleplay chatbot purposes performance is indeed and issue. I think the hardest part is to bridge the LLM and Rimworld internal scheduler seamlessly. I am following some articles loosely , like Generative Agents…&lt;/p&gt;&lt;p&gt;&lt;a href="https://hackerpaper.kaipfister.de/p/1709.00084/"&gt;Paper and discussion history&lt;/a&gt;. A mention is not an endorsement.&lt;/p&gt;</description><category>cs.RO</category></item><item><title>Behavior Trees in Robotics and AI: An Introduction — mentioned by temporarely</title><link>https://news.ycombinator.com/item?id=40121579</link><guid isPermaLink="false">urn:hackerpapers:mention:1709.00084:40121579</guid><pubDate>Mon, 22 Apr 2024 21:49:02 GMT</pubDate><description>&lt;p&gt;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 developed in the computer game industry, as a tool to increase modularity in the control structures of Non-Player Characters (NPCs) . In this billion-dollar industry, modularity is a key property that enables reuse of code, incremental design of functionality, and efficient testing. In games, the control structures of NPCs…&lt;/p&gt;&lt;p&gt;&lt;a href="https://hackerpaper.kaipfister.de/p/1709.00084/"&gt;Paper and discussion history&lt;/a&gt;. A mention is not an endorsement.&lt;/p&gt;</description><category>cs.RO</category></item><item><title>Behavior Trees in Robotics and AI: An Introduction — HN submission</title><link>https://news.ycombinator.com/item?id=38795029</link><guid isPermaLink="false">urn:hackerpapers:submission:1709.00084:38795029</guid><pubDate>Thu, 28 Dec 2023 16:22:26 GMT</pubDate><description>&lt;p&gt;Behavior trees in robotics and AI: An Introduction [book]&lt;/p&gt;&lt;p&gt;&lt;/p&gt;&lt;p&gt;2 points; 0 discussion replies on HN. &lt;a href="https://hackerpaper.kaipfister.de/p/1709.00084/"&gt;Paper and source history&lt;/a&gt;. A submission is not an endorsement.&lt;/p&gt;</description><category>cs.RO</category></item><item><title>Behavior Trees in Robotics and AI: An Introduction — HN submission</title><link>https://news.ycombinator.com/item?id=26580732</link><guid isPermaLink="false">urn:hackerpapers:submission:1709.00084:26580732</guid><pubDate>Thu, 25 Mar 2021 14:30:00 GMT</pubDate><description>&lt;p&gt;Behavior Trees in Robotics and AI&lt;/p&gt;&lt;p&gt;&lt;/p&gt;&lt;p&gt;36 points; 8 discussion replies on HN. &lt;a href="https://hackerpaper.kaipfister.de/p/1709.00084/"&gt;Paper and source history&lt;/a&gt;. A submission is not an endorsement.&lt;/p&gt;</description><category>cs.RO</category></item><item><title>Behavior Trees in Robotics and AI: An Introduction — mentioned by Datenstrom</title><link>https://news.ycombinator.com/item?id=26580717</link><guid isPermaLink="false">urn:hackerpapers:mention:1709.00084:26580717</guid><pubDate>Thu, 25 Mar 2021 14:28:58 GMT</pubDate><description>&lt;p&gt;When I worked on robotics I often found myself reaching for behavior trees for anything complex over a FSM. See section 2 of &amp;quot;Behavior Trees in Robotics and AI&amp;quot;[1] for an example of how much simpler they are. I think they are popular in game dev too but I&amp;#x27;ve never worked in that field. [1]: https://arxiv.org/pdf/1709.00084.pdf&lt;/p&gt;&lt;p&gt;&lt;a href="https://hackerpaper.kaipfister.de/p/1709.00084/"&gt;Paper and discussion history&lt;/a&gt;. A mention is not an endorsement.&lt;/p&gt;</description><category>cs.RO</category></item><item><title>Behavior Trees in Robotics and AI: An Introduction — HN submission</title><link>https://news.ycombinator.com/item?id=25728695</link><guid isPermaLink="false">urn:hackerpapers:submission:1709.00084:25728695</guid><pubDate>Mon, 11 Jan 2021 13:39:29 GMT</pubDate><description>&lt;p&gt;Behavior Trees in Robotics and AI: An Introduction&lt;/p&gt;&lt;p&gt;&lt;/p&gt;&lt;p&gt;3 points; 0 discussion replies on HN. &lt;a href="https://hackerpaper.kaipfister.de/p/1709.00084/"&gt;Paper and source history&lt;/a&gt;. A submission is not an endorsement.&lt;/p&gt;</description><category>cs.RO</category></item></channel></rss>
