000 04249cam a2200421Ii 4500
001 9780429489105
008 180813t20182019fluab ob 001 0 eng d
020 _a9780429950889 (e-book: Mobi)
_q(e-book : PDF)
035 _a(OCoLC)1046085400
040 _aFlBoTFG
_cFlBoTFG
_erda
050 4 _aTJ211.35
_b.C645 2018
072 7 _aCOM
_x037000
_2bisacsh
072 7 _aCOM
_x051240
_2bisacsh
072 7 _aTEC
_x037000
_2bisacsh
072 7 _aUYQ
_2bicscc
082 0 4 _a006.3
_223
100 1 _aColledanchise, Michele,
_eauthor.
245 1 0 _aBehavior trees in robotics and Al :
_ban introduction /
_cby Michele Colledanchise and Petter Ögren.
250 _aFirst edition.
264 1 _aBoca Raton, FL :
_bCRC Press, an imprint of Taylor and Francis,
_c[2018].
264 4 _c©2019.
300 _a1 online resource (208 pages) :
_b168 illustrations.
336 _atext
_2rdacontent
337 _acomputer
_2rdamedia
338 _aonline resource
_2rdacarrier
490 1 _aThe history of the philosophy of mind
505 0 _achapter 1 What Are Behavior Trees? -- chapter 2 How Behavior Trees Generalize and Relate to Earlier Ideas -- chapter 3 Design Principles -- chapter 4 Extensions of Behavior Trees -- chapter 5 Analysis of Efficiency, Safety, and Robustness -- chapter 6 Formal Analysis of How Behavior Trees Generalize Earlier Ideas -- chapter 7 Behavior Trees and Automated Planning -- chapter 8 Behavior Trees and Machine Learning -- chapter 9 Stochastic Behavior Trees -- chapter 10 Concluding Remarks.
520 3 _aBehavior 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. Behavior Trees in Robotics and AI: An Introduction provides a broad introduction as well as an in-depth exploration of the topic, and is the first comprehensive book on the use of BTs.This book introduces the subject of BTs from simple topics, such as semantics and design principles, to complex topics, such as learning and task planning. For each topic, the authors provide a set of examples, ranging from simple illustrations to realistic complex behaviors, to enable the reader to successfully combine theory with practice.Starting with an introduction to BTs, the book then describes how BTs relate to, and in many cases, generalize earlier switching structures, or control architectures. These ideas are then used as a foundation for a set of efficient and easy to use design principles. The book then presents a set of important extensions and provides a set of tools for formally analyzing these extensions using a state space formulation of BTs. With the new analysis tools, the book then formalizes the descriptions of how BTs generalize earlier approaches and shows how BTs can be automatically generated using planning and learning. The final part of the book provides 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.This book targets a broad audience, including both students and professionals interested in modeling complex behaviors for robots, game characters, or other AI agents. Readers can choose at which depth and pace they want to learn the subject, depending on their needs and background.
650 7 _aCOMPUTERS / Software Development & Engineering / Systems Analysis & Design.
_2bisacsh
650 7 _aTECHNOLOGY & ENGINEERING / Robotics.
_2bisacsh
650 7 _aCOMPUTERS / General.
_2bisacsh
650 0 _aDecision trees.
650 0 _aRobots
_xControl systems.
700 1 _aÖgren, Petter,
_eauthor.
710 2 _aTaylor and Francis.
776 0 8 _iPrint version:
_z9781138593732
_w(DLC) 2018015049
830 0 _aChapman & Hall/CRC artificial intelligence and robotics series.
856 4 0 _uhttps://www.taylorfrancis.com/books/9780429950902
_zClick here to view.
999 _c130584
_d130584