3. Behavior Trees Flashcards

1
Q

What is reactive planning?

A

A class of algorithms that compute the next action based on the current context rather than planning entire sequences in advance.

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2
Q

What are the benefits of reactive planning?

A

It is time-bound and can handle dynamic, unpredictable environments quickly.

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3
Q

What is a Behavior Tree (BT)?

A

A formal graphical modeling language used to define behaviors in AI systems, originally developed by R.G. Dromey.

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4
Q

Why were Behavior Trees developed?

A

To provide a more structured and scalable way of designing AI behaviors, especially for games like Halo 2 and Façade.

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5
Q

How do Behavior Trees improve on Finite State Machines (FSMs)?

A

FSMs become complex as the number of states increases, making transitions hard to manage. BTs provide a more scalable and modular approach.

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6
Q

What are the main types of nodes in Behavior Trees?

A

Task, Condition, Composite, Decorator, and Sub-tree nodes.

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7
Q

How are Behavior Trees evaluated?

A

They are evaluated in cycles using depth-first traversal from left to right.

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8
Q

What are the possible results of a Behavior Tree node?

A

SUCCEEDED, FAILED, or RUNNING.

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9
Q

What is a Sequence node?

A

A composite node that evaluates children left to right, failing as soon as one child fails and succeeding if all children succeed.

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10
Q

What is a Selector node?

A

A composite node that evaluates children left to right, succeeding as soon as one child succeeds and failing only if all children fail.

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11
Q

What is a Priority node?

A

A composite node that evaluates children in priority order, stopping when a child succeeds.

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12
Q

What is a Decorator node?

A

A node that modifies the behavior of a child node (e.g., negation, looping, or delaying execution).

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13
Q

What is a Blackboard in Behavior Trees?

A

A shared memory structure used for storing system state and inter-node communication.

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14
Q

What are the advantages of using Behavior Trees?

A

Reusability, goal-directed autonomy, event-driven responses, and easy debugging.

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15
Q

How do Behavior Trees improve on Hierarchical FSMs?

A

They clarify state transitions, simplify sequence building, and allow easy behavior modification without rewiring.

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16
Q

What are some criticisms of Behavior Trees?

A

They do not perform full search in the space, can be slow due to order of evaluation, and require careful task/condition selection.

17
Q

What are common Behavior Tree design patterns?

A

Conditional execution (if-then-else), negation, timers, and until-fail loops.