AINov 7, 2020

Implementing Behavior Trees using Three-Valued Logic

arXiv:2011.03835v1
AI Analysis

This work addresses a domain-specific problem in game development and robotics, but it appears incremental as it builds on existing behavior tree concepts.

The paper tackles the challenge of implementing behavior trees for planning and control by introducing a three-valued logic to bridge traditional control flow with behavior trees, presenting a C# implementation as a result.

With consideration to behavior trees and their relevance to planning and control, within and without game development, the distinction between stateful and stateless models is discussed; a three-valued logic bridging traditional control flow with behavior trees is introduced, and a C# implementation is presented.

Code Implementations1 repo
Foundations

The foundational work for this paper's niche, ranked by how specifically the neighbourhood builds on it — not by global fame.

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