Learning of Behavior Trees for Autonomous Agents
Created by W.Langdon from
gp-bibliography.bib Revision:1.8120
- @Misc{oai:arXiv.org:1504.05811,
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author = "Michele Colledanchise and Ramviyas Parasuraman and
Petter Oegren",
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title = "Learning of Behavior Trees for Autonomous Agents",
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year = "2015",
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month = apr # "~22",
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abstract = "Definition of an accurate system model for Automated
Planner (AP) is often impractical, especially for
real-world problems. Conversely, off-the-shelf planners
fail to scale up and are domain dependent. These
drawbacks are inherited from conventional transition
systems such as Finite State Machines (FSMs) that
describes the action-plan execution generated by the
AP. On the other hand, Behaviour Trees (BTs) represent
a valid alternative to FSMs presenting many advantages
in terms of modularity, reactiveness, scalability and
domain-independence. In this paper, we propose a
model-free AP framework using Genetic Programming (GP)
to derive an optimal BT for an autonomous agent to
achieve a given goal in unknown (but fully observable)
environments. We illustrate the proposed framework
using experiments conducted with an open source
benchmark Mario AI for automated generation of BTs that
can play the game character Mario to complete a certain
level at various levels of difficulty to include
enemies and obstacles.",
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bibsource = "OAI-PMH server at export.arxiv.org",
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oai = "oai:arXiv.org:1504.05811",
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keywords = "genetic algorithms, genetic programming, computer
science - robotics, computer science - artificial
intelligence, computer science - learning",
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URL = "http://arxiv.org/abs/1504.05811",
- }
Genetic Programming entries for
Michele Colledanchise
Ramviyas Nattanmai Parasuraman
Petter Oegren
Citations