GORITE:行为树的BDI实现

Lui Cirocco, D. Jarvis, J. Jarvis, R. Rönnquist
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摘要

行为树越来越多地用于电脑游戏和机器人行业,作为非程序员指定个体实体(非游戏角色或机器人)行为的机制。所采用的树形表示法适用于图形表示法,并且图形编辑器的可用性对该方法的采用做出了重大贡献。使用行为的图形表示使非程序员的开发更容易。然而,现有的行为树表示在表示团队行为和复杂实体推理方面的能力有限。存在解决这些问题的代理框架,虽然它们已经成功地应用于军事战争游戏应用中,但它们使用的底层行为表示与行为树有着根本的不同。在本文中,我们介绍了GORITE,一个BDI代理框架,其中代理行为使用基于目标的过程模型来指定,该模型在表示上类似于行为树。与行为树不同,过程模型可以用来表示个人和团队的行为。此外,GORITE提供支持,使代理(或代理团队)能够推理它打算追求的目标以及它目前正在追求的目标。使用一个简单的示例来演示如何使用GORITE过程模型对团队行为进行建模。
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GORITE: A BDI Realisation of Behavior Trees
Behavior trees are becoming increasingly used in both the computer games and robotics industries as a mechanism for non-programmers to specify individual entity (non-playing character or robot) behaviors. The tree representation that is employed is amenable to graphical representation and the availability of graphical editors has contributed significantly to the uptake of the approach. Working with graphical representations of behavior makes development by non-programmers easier. However, existing behavior tree representations are limited in their ability to represent team behavior and complex entity reasoning. Agent frameworks exist that address these issues and while they have been successfully employed in military war gaming applications, the underlying behavior representation that they use are fundamentally different to behavior trees. In this paper, we introduce GORITE, a BDI agent framework in which agent behavior is specified using goal-based process models which are representationally similar to behavior trees. Unlike behavior trees, process models can be used to represent both individual and team behaviors. Furthermore, GORITE provides support to enable an agent (or team of agents) to reason about the goals that it intends to pursue as well as the goals that it is currently pursuing. A simple example is used to demonstrate how team behavior can be modelled using GORITE process models.
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