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Petter Ogren
presents
Behavior trees in robotics and AI
 
On 2018-11-14 11:00 at G205
 
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. BTs were created to address this very problem,
and enables the creation of systems that are both modular and reactive. This
talk introduces the subject of BTs from simple topics, such as semantics and
design principles, to connections with more complex topics, such as learning
and
task planning. 
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