A survey of Behavior Trees in robotics and AI

被引:128
作者
Iovino, Matteo [1 ]
Scukins, Edvards [1 ]
Styrud, Jonathan [1 ]
Ogren, Petter [1 ]
Smith, Christian [1 ]
机构
[1] KTH Royal Inst Technol, Stockholm, Sweden
基金
瑞典研究理事会;
关键词
Behavior Trees; Robotics; Artificial Intelligence; Learning Behavior Trees; ARCHITECTURE; SIMULATION; CHARACTERS; FRAMEWORK; LANGUAGE; PLATFORM;
D O I
10.1016/j.robot.2022.104096
中图分类号
TP [自动化技术、计算机技术];
学科分类号
0812 ;
摘要
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. (c) 2022 The Author(s). Published by Elsevier B.V. This is an open access article under the CC BY license (http://creativecommons.org/licenses/by/4.0/).
引用
收藏
页数:18
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