Geschreven door Michele Colledanchise

Michele Colledanchise Petter Ögren
Behavior Trees in Robotics and AI
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Behavior Trees (BTs) provide a way to structure the behavior of an artificial agent such as a robot or a non-player character in a computer game. Traditional design methods, such as finite state machines, are known to produce brittle behaviors when complexity increases, making it very hard to add features without breaking existing functionality. Meer

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