Abstract

In modern training, entertainment and education applications, behavior trees (BTs) have already become a fantastic alternative to finite state machines (FSMs) in modeling and controlling autonomous agents. However, it is expensive and inefficient to create BTs for various task scenarios manually. Thus, the genetic programming (GP) approach has been devised to evolve BTs automatically but only received limited success. The standard GP approaches to evolve BTs fail to scale up and to provide good solutions, while GP approaches with domain-specific constraints can accelerate learning but need significant knowledge engineering effort. In this paper, we propose a modified approach, named evolving BTs with hybrid constraints (EBT-HC), to improve the evolution of BTs for autonomous agents. We first propose a novel idea of dynamic constraint based on frequent sub-trees mining, which can accelerate evolution by protecting preponderant behavior sub-trees from undesired crossover. Then we introduce the existing ‘static’ structural constraint into our dynamic constraint to form the evolving BTs with hybrid constraints. The static structure can constrain expected BT form to reduce the size of the search space, thus the hybrid constraints would lead more efficient learning and find better solutions without the loss of the domain-independence. Preliminary experiments, carried out on the Pac-Man game environment, show that the hybrid EBT-HC outperforms other approaches in facilitating the BT design by achieving better behavior performance within fewer generations. Moreover, the generated behavior models by EBT-HC are human readable and easy to be fine-tuned by domain experts.

Highlights

  • Modern training, entertainment and education applications make extensive use of autonomously controlled virtual agents or physical robots [1]

  • We propose a modified approach, named evolving behavior trees (BTs) with hybrid constraints (EBT-HC), to learn behavior models as BTs for autonomous agents

  • Nowadays BTs have been adopted dominantly to model the behavior of non-player characters (NPC) (a.k.a. computer generated forces (CGF) in simulation) in game industry, and applied widespread on robotics [10]

Read more

Summary

Introduction

Entertainment and education applications make extensive use of autonomously controlled virtual agents or physical robots [1]. The learned model is represented and acted upon in the form of a BT, which is usually evaluated according to a fitness function defined by domain expert based on mission/task. While those approaches have achieved positive results, there are still some open problems [12,14]. To efficiently generate a good BT solution, some approaches apply a set of domain-specific constraints to reduce the size of the search space, which may limit the application of evolving BTs approaches [13,17]. We propose a modified approach, named evolving BTs with hybrid constraints (EBT-HC), to learn behavior models as BTs for autonomous agents.

Behavior Trees
Genetic Programming
Agent Behavior Modeling and Evolving Behavior Trees
Methodology
The Proposed Evolving Behavior Trees Framework
Dynamic Constrain Based on Frequent Sub-Tree Mining
Frequent Sub-Tree Mining
Nodes Crossover Probability Adjustment
Evolving BTs with Hybrid Constraints
Experimental Section
Simulation Environment and Agents
Experimental Setup
Results and Analysis
Conclusions and Future Works
Full Text
Published version (Free)

Talk to us

Join us for a 30 min session where you can share your feedback and ask us any queries you have

Schedule a call