5,508 research outputs found

    Behavior Trees in Robotics and AI: An Introduction

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    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

    An evolutionary behavioral model for decision making

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    For autonomous agents the problem of deciding what to do next becomes increasingly complex when acting in unpredictable and dynamic environments pursuing multiple and possibly conflicting goals. One of the most relevant behavior-based model that tries to deal with this problem is the one proposed by Maes, the Bbehavior Network model. This model proposes a set of behaviors as purposive perception-action units which are linked in a nonhierarchical network, and whose behavior selection process is orchestrated by spreading activation dynamics. In spite of being an adaptive model (in the sense of self-regulating its own behavior selection process), and despite the fact that several extensions have been proposed in order to improve the original model adaptability, there is not a robust model yet that can self-modify adaptively both the topological structure and the functional purpose\ud of the network as a result of the interaction between the agent and its environment. Thus, this work proffers an innovative hybrid model driven by gene expression programming, which makes two main contributions: (1) given an initial set of meaningless and unconnected units, the evolutionary mechanism is able to build well-defined and robust behavior networks which are adapted and specialized to concrete internal agent's needs and goals; and (2)\ud the same evolutionary mechanism is able to assemble quite\ud complex structures such as deliberative plans (which operate in the long-term) and problem-solving strategies

    Towards heterotic computing with droplets in a fully automated droplet-maker platform

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    The control and prediction of complex chemical systems is a difficult problem due to the nature of the interactions, transformations and processes occurring. From self-assembly to catalysis and self-organization, complex chemical systems are often heterogeneous mixtures that at the most extreme exhibit system-level functions, such as those that could be observed in a living cell. In this paper, we outline an approach to understand and explore complex chemical systems using an automated droplet maker to control the composition, size and position of the droplets in a predefined chemical environment. By investigating the spatio-temporal dynamics of the droplets, the aim is to understand how to control system-level emergence of complex chemical behaviour and even view the system-level behaviour as a programmable entity capable of information processing. Herein, we explore how our automated droplet-maker platform could be viewed as a prototype chemical heterotic computer with some initial data and example problems that may be viewed as potential chemically embodied computations

    Simulated Experince Evaluation in Developing Multi-agent Coordination Graphs

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    Cognitive science has proposed that a way people learn is through self-critiquing by generating \u27what-if\u27 strategies for events (simulation). It is theorized that people use this method to learn something new as well as to learn more quickly. This research adds this concept to a graph-based genetic program. Memories are recorded during fitness assessment and retained in a global memory bank based on the magnitude of change in the agent’s energy and age of the memory. Between generations, candidate agents perform in simulations of the stored memories. Candidates that perform similarly to good memories and differently from bad memories are more likely to be included in the next generation. The simulation-informed genetic program is evaluated in two domains: sequence matching and Robocode. Results indicate the algorithm does not perform equally in all environments. In sequence matching, experiential evaluation fails to perform better than the control. However, in Robocode, the experiential evaluation method initially outperforms the control then stagnates and often regresses. This is likely an indication that the algorithm is over-learning a single solution rather than adapting to the environment and that learning through simulation includes a satisficing component
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