Abstract
In recent years, artificial intelligence technology has been greatly developed in the game world. Many games use finite-state machines (FSM) to control the intelligent behavior of non-player-controlled characters (NPC). However, due to the complexity of FSM state transition and low reuse, the technology of behavior tree gradually began to develop and replace FSM to a certain extent. This article introduces research on the basic concepts, development trends, and the latest technologies of the behavior tree. In addition, we explore the application and development of the behavior tree in some fields other than the game industry.
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Acknowledgements
This work is supported by the Aeronautical Science Foundation of China under Grant 20165515001, the National Natural Science Foundation of China under Grant No. 61402225, State Key Laboratory for smart grid protection and operation control Foundation, and the Science and Technology Funds from National State Grid Ltd. (The Research on Key Technologies of Distributed Parallel Database Storage and Processing based on Big Data).
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Zijie, W., Tongyu, W., Hang, G. (2021). A Survey: Development and Application of Behavior Trees. In: Liang, Q., Wang, W., Liu, X., Na, Z., Li, X., Zhang, B. (eds) Communications, Signal Processing, and Systems. CSPS 2020. Lecture Notes in Electrical Engineering, vol 654. Springer, Singapore. https://doi.org/10.1007/978-981-15-8411-4_208
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DOI: https://doi.org/10.1007/978-981-15-8411-4_208
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