Evolving Behaviour Tree Structures Using Grammatical Evolution
Created by W.Langdon from
gp-bibliography.bib Revision:1.8051
- @InCollection{Perez-Liebana:2018:hbge,
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author = "Diego Perez-Liebana and Miguel Nicolau",
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title = "Evolving Behaviour Tree Structures Using Grammatical
Evolution",
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booktitle = "Handbook of Grammatical Evolution",
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publisher = "Springer",
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year = "2018",
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editor = "Conor Ryan and Michael O'Neill and J. J. Collins",
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chapter = "18",
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pages = "433--460",
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keywords = "genetic algorithms, genetic programming, Grammatical
Evolution",
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isbn13 = "978-3-319-78716-9",
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DOI = "doi:10.1007/978-3-319-78717-6_18",
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abstract = "Behaviour Trees are control structures with many
applications in computer science, including robotics,
control systems, and computer games. They allow the
specification of controllers from very broad behaviour
definitions (close to the root of the tree) down to
very specific technical implementations (near the
leaves); this allows them to be understood and extended
by both behaviour designers and technical programmers.
This chapter describes the process of applying
Grammatical Evolution (GE) to evolve Behaviour Trees
for a real-time video-game: the Mario AI Benchmark. The
results obtained show that these structures are quite
amenable to artificial evolution using GE, and can
provide a good balance between long-term (pathfinding)
and short-term (reactiveness to hazards and power-ups)
planning within the same structure.",
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notes = "Part of \cite{Ryan:2018:hbge}",
- }
Genetic Programming entries for
Diego Perez-Liebana
Miguel Nicolau
Citations