Behavior Tree (artificial Intelligence, Robotics And Control)
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Behavior Tree (artificial Intelligence, Robotics And Control)
A behavior tree is a mathematical model of plan execution used in computer science, robotics, control systems and video games. They describe switchings between a finite set of tasks in a modular fashion. Their strength comes from their ability to create very complex tasks composed of simple tasks, without worrying how the simple tasks are implemented. Behavior trees present some similarities to hierarchical state machines with the key difference that the main building block of a behavior is a task rather than a state. Its ease of human understanding make behavior trees less error prone and very popular in the game developer community. Behavior trees have been shown to generalize to several other control architectures. Background A behavior based control structure was initially proposed by Rodney Brooks in his paper entitled 'A robust layered control system for a mobile robot'. In the initial proposal, a list of behaviors could work as alternatives to one another. Later, the app ...
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Mathematical Model
A mathematical model is an abstract and concrete, abstract description of a concrete system using mathematics, mathematical concepts and language of mathematics, language. The process of developing a mathematical model is termed ''mathematical modeling''. Mathematical models are used in applied mathematics and in the natural sciences (such as physics, biology, earth science, chemistry) and engineering disciplines (such as computer science, electrical engineering), as well as in non-physical systems such as the social sciences (such as economics, psychology, sociology, political science). It can also be taught as a subject in its own right. The use of mathematical models to solve problems in business or military operations is a large part of the field of operations research. Mathematical models are also used in music, linguistics, and philosophy (for example, intensively in analytic philosophy). A model may help to explain a system and to study the effects of different components, ...
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Unity (game Engine)
Unity is a cross-platform game engine developed by Unity Technologies, first announced and released in June 2005 at Apple Worldwide Developers Conference as a MacOS, Mac OS X game engine. The engine has since been gradually extended to support a variety of Desktop computer, desktop, Mobile phone, mobile, Video game console, console, augmented reality, and virtual reality platforms. It is particularly popular for iOS and Android (operating system), Android mobile game development, is considered easy to use for beginner developers, and is popular for indie game development. The engine can be used to create Three-dimensional space, three-dimensional (3D) and Two-dimensional space, two-dimensional (2D) games, as well as interactive Computer simulation, simulations. The engine has been adopted by industries outside video gaming including film industry, film, automotive industry, automotive, architecture, engineering, construction, and the United States Armed Forces. History Unity ...
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Digital Electronics
Digital electronics is a field of electronics involving the study of digital signals and the engineering of devices that use or produce them. It deals with the relationship between Binary number, binary inputs and outputs by passing electrical signals through Logic gate, logical gates, Resistor, resistors, Capacitor, capacitors, Amplifier, amplifiers, and other Electronic component, electrical components. The field of digital electronics is in contrast to analog electronics which work primarily with analog signals (signals with varying degrees of intensity as opposed to on/off two state binary signals). Despite the name, digital electronics designs include important analog design considerations. Large assemblies of logic gates, used to represent more complex ideas, are often packaged into integrated circuits. Complex devices may have simple electronic representations of Boolean logic#Digital electronic circuit design, Boolean logic functions. History The binary number system was ...
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Models Of Computation
In computer science, and more specifically in computability theory and computational complexity theory, a model of computation is a model which describes how an output of a mathematical function is computed given an input. A model describes how units of computations, memories, and communications are organized. The computational complexity of an algorithm can be measured given a model of computation. Using a model allows studying the performance of algorithms independently of the variations that are specific to particular implementations and specific technology. Categories Models of computation can be classified into three categories: sequential models, functional models, and concurrent models. Sequential models Sequential models include: * Finite-state machines * Post machines ( Post–Turing machines and tag machines). * Pushdown automata * Register machines ** Random-access machines * Turing machines * Decision tree model * External memory model Functional models Functio ...
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Automata (computation)
An automaton (; : automata or automatons) is a relatively self-operating machine, or control mechanism designed to automatically follow a sequence of operations, or respond to predetermined instructions. Some automata, such as bellstrikers in mechanical clocks, are designed to give the illusion to the casual observer that they are operating under their own power or will, like a mechanical robot. The term has long been commonly associated with automated puppets that resemble moving humans or animals, built to impress and/or to entertain people. Animatronics are a modern type of automata with electronics, often used for the portrayal of characters or creatures in films and in theme park attractions. Etymology The word ' is the latinization of the Ancient Greek (), which means "acting of one's own will". It was first used by Homer to describe an automatic door opening, or automatic movement of wheeled tripods. It is more often used to describe non-electronic moving machines, e ...
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Subsumption Architecture
Subsumption architecture is a reactive robotic architecture heavily associated with behavior-based robotics which was very popular in the 1980s and 90s. The term was introduced by Rodney Brooks and colleagues in 1986.Brooks, R. A., "A Robust Programming Scheme for a Mobile Robot", Proceedings of NATO Advanced Research Workshop on Languages for Sensor-Based Control in Robotics, Castelvecchio Pascoli, Italy, September 1986. Subsumption has been widely influential in autonomous robotics and elsewhere in real-time AI. Overview Subsumption architecture is a control architecture that was proposed in opposition to traditional symbolic AI. Instead of guiding behavior by symbolic mental representations of the world, subsumption architecture couples sensory information to action selection in an intimate and bottom-up fashion. It does this by decomposing the complete behavior into sub-behaviors. These sub-behaviors are organized into a hierarchy of layers. Each layer implements a pa ...
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Hybrid System
A hybrid system is a dynamical system that exhibits both continuous and discrete dynamic behavior â€“ a system that can both ''flow'' (described by a differential equation) and ''jump'' (described by a state machine, automaton, or a difference equation). Often, the term "hybrid dynamical system" is used instead of "hybrid system", to distinguish from other usages of "hybrid system", such as the combination neural nets and fuzzy logic, or of electrical and mechanical drivelines. A hybrid system has the benefit of encompassing a larger class of systems within its structure, allowing for more flexibility in modeling dynamic phenomena. In general, the ''state'' of a hybrid system is defined by the values of the ''continuous variables'' and a discrete ''mode''. The state changes either continuously, according to a flow condition, or discretely according to a ''control graph''. Continuous flow is permitted as long as so-called ''invariants'' hold, while discrete transitions ca ...
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Decision Tree
A decision tree is a decision support system, decision support recursive partitioning structure that uses a Tree (graph theory), tree-like Causal model, model of decisions and their possible consequences, including probability, chance event outcomes, resource costs, and utility. It is one way to display an algorithm that only contains conditional control statements. Decision trees are commonly used in operations research, specifically in decision analysis, to help identify a strategy most likely to reach a goal, but are also a popular tool in Decision tree learning, machine learning. Overview A decision tree is a flowchart-like structure in which each internal node represents a test on an attribute (e.g. whether a coin flip comes up heads or tails), each branch represents the outcome of the test, and each leaf node represents a class label (decision taken after computing all attributes). The paths from root to leaf represent classification rules. In decision analysis, a de ...
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Sequence Composition In Behaviour Trees
In mathematics, a sequence is an enumerated collection of objects in which repetitions are allowed and order matters. Like a set, it contains members (also called ''elements'', or ''terms''). The number of elements (possibly infinite) is called the ''length'' of the sequence. Unlike a set, the same elements can appear multiple times at different positions in a sequence, and unlike a set, the order does matter. Formally, a sequence can be defined as a function from natural numbers (the positions of elements in the sequence) to the elements at each position. The notion of a sequence can be generalized to an indexed family, defined as a function from an ''arbitrary'' index set. For example, (M, A, R, Y) is a sequence of letters with the letter "M" first and "Y" last. This sequence differs from (A, R, M, Y). Also, the sequence (1, 1, 2, 3, 5, 8), which contains the number 1 at two different positions, is a valid sequence. Sequences can be ''finite'', as in these examples, or '' inf ...
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Fallback In Behavior Tree
Fallback may refer to: * A contingency plan to be taken if the preferred choice is unavailable * A signal of inferior quality in HD Radio * Fallback font in graphic user interface and typesetting * Fallback voting * Fast Fallback Happy Eyeballs (also called Fast Fallback) is an algorithm published by the IETF that makes dual-stack applications (those that understand both IPv4 and IPv6) more responsive to users by attempting to connect using both IPv4 and IPv6 at the same ti ..., an IP networking technique * A tactical withdrawal See also * Fall back, a feature of a modem protocol {{disambig ...
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Tree (set Theory)
In botany, a tree is a perennial plant with an elongated stem, or trunk, usually supporting branches and leaves. In some usages, the definition of a tree may be narrower, e.g., including only woody plants with secondary growth, only plants that are usable as lumber, or only plants above a specified height. But wider definitions include taller palms, tree ferns, bananas, and bamboos. Trees are not a monophyletic taxonomic group but consist of a wide variety of plant species that have independently evolved a trunk and branches as a way to tower above other plants to compete for sunlight. The majority of tree species are angiosperms or hardwoods; of the rest, many are gymnosperms or softwoods. Trees tend to be long-lived, some trees reaching several thousand years old. Trees evolved around 400 million years ago, and it is estimated that there are around three trillion mature trees in the world currently. A tree typically has many secondary branches supported clear of ...
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Drag And Drop
In computer graphical user interfaces, drag and drop is a pointing device gesture in which the user (computing), user selects a virtual object by "grabbing" it and dragging it to a different location or onto another virtual object. In general, it can be used to invoke many kinds of actions, or create various types of associations between two abstract objects. As a feature, drag-and-drop support is not found in all software, though it is sometimes a fast and easy-to-learn technique. However, it is not always clear to users that an item can be dragged and dropped, or what command is performed by the drag and drop, which can decrease usability. Actions The basic sequence involved in drag and drop is: * Move the pointer (computing WIMP), pointer to the object * Press, and hold down, the button on the computer mouse, mouse or other pointing device, to "grab" the object * "Drag" the object to the desired location by moving the pointer to this one * "Drop" the object by releasing th ...
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