Petter Ögren
- Auteur
Geschreven door Petter Ögren
Michele Colledanchise
Petter Ögren
Behavior Trees in Robotics and AI
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.
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