From the description of Behaviour Trees on BehaviorTree.CPP:
BTs are a very efficient way of creating complex systems that are both modular and reactive. These properties are crucial in many applications, which has led to the spread of BT from computer game programming to many branches of AI and Robotics.
From the description of Behaviour Trees on Wikipedia:
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 several other
control architectures. Mathematically, they are directed acyclic graphs
.
on Wikipedia
: Designing and Implementing Behaviors for AI Agents, Debby Nirwan
(in Python) on github
, Michele Colledanchise and Petter Ögren (PDF)
, a C++ library that provides a framework to create BehaviorTrees. The site includes a descripton of BTs, Getting Started pages as well as a tutorial
, a Python Behaviour Tree library
, some resources on BTs on github