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<h1 id="firstHeading" class="firstHeading mw-first-heading"><span class="mw-page-title-main">Behavior Tree</span></h1>
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<p><b>Behavior Trees</b> sind weiterentwickelte <a href="Endlicher_Automat" title="Endlicher Automat">endliche Automaten</a> zur Steuerung von <a href="Computerspiel" title="Computerspiel">Computerspielen</a>. Sie wurden ab dem Jahr 2000 eingesetzt und sind fester Bestandteil in <a href="Spiel-Engine" title="Spiel-Engine">Spiel-Engines</a> wie der <a href="Unreal_Engine" title="Unreal Engine">Unreal Engine</a>.<sup id="cite_ref-unrealAPI_1-0" class="reference"><a href="#cite_note-unrealAPI-1"><span class="cite-bracket">[</span>1<span class="cite-bracket">]</span></a></sup> Auch das Robotik-Framework <a href="Robot_Operating_System" title="Robot Operating System">ROS</a> enthält die SMACH-Engine, um Behavior-Tree-ähnliche Abläufe zu spezifizieren.<sup id="cite_ref-Bohren2011_2-0" class="reference"><a href="#cite_note-Bohren2011-2"><span class="cite-bracket">[</span>2<span class="cite-bracket">]</span></a></sup><sup id="cite_ref-Nguyen2013_3-0" class="reference"><a href="#cite_note-Nguyen2013-3"><span class="cite-bracket">[</span>3<span class="cite-bracket">]</span></a></sup>
</p>

<div class="mw-heading mw-heading2"><h2 id="Geschichte">Geschichte</h2></div>
<p>Die Steuerung von <a href="Echtzeitsystem" title="Echtzeitsystem">Echtzeitsystemen</a> wurde traditionell in der <a href="Kybernetik" title="Kybernetik">Kybernetik</a> diskutiert.<sup id="cite_ref-Wiener1961_4-0" class="reference"><a href="#cite_note-Wiener1961-4"><span class="cite-bracket">[</span>4<span class="cite-bracket">]</span></a></sup> Relativ früh war klar, dass man eine Art von <a href="K%C3%BCnstliche_Intelligenz" title="Künstliche Intelligenz">künstlicher Intelligenz</a> benötigt, um Entscheidungen zu treffen. Wenn beispielsweise im Spiel <a href="Pong" title="Pong">Pong</a> der Paddel bewegt wird, muss irgendwo spezifiziert sein, wann das zu geschehen hat und mit welcher Intensität. Geschichtlich sind Behavior Trees aus den "Hierarchical Finite State Machines" hervorgegangen. Es handelt sich um <a href="Endlicher_Automat" title="Endlicher Automat">endliche Automaten</a>, die um <a href="Unterprogramm" title="Unterprogramm">Unterfunktionen</a> erweitert wurden.<sup id="cite_ref-Lim2010_5-0" class="reference"><a href="#cite_note-Lim2010-5"><span class="cite-bracket">[</span>5<span class="cite-bracket">]</span></a></sup><sup id="cite_ref-klockner2013behavior_6-0" class="reference"><a href="#cite_note-klockner2013behavior-6"><span class="cite-bracket">[</span>6<span class="cite-bracket">]</span></a></sup>
</p><p>Behavior Trees in der <a href="Spieleprogrammierung" title="Spieleprogrammierung">Spieleprogrammierung</a> kamen erstmals im Jahr 2005 in dem Ego-Shooter <a href="Halo_2" title="Halo 2">Halo 2</a> zum Einsatz.<sup id="cite_ref-gaudl2013behaviour_7-0" class="reference"><a href="#cite_note-gaudl2013behaviour-7"><span class="cite-bracket">[</span>7<span class="cite-bracket">]</span></a></sup> Zuvor wurden Vorläuferkonzepte ab den 1980ern in der Behaviorbased Robotik von <a href="Rodney_Brooks" class="mw-redirect" title="Rodney Brooks">Rodney Brooks</a> verwendet.<sup id="cite_ref-Brooks1986_8-0" class="reference"><a href="#cite_note-Brooks1986-8"><span class="cite-bracket">[</span>8<span class="cite-bracket">]</span></a></sup> Brooks war unzufrieden mit den klassischen Topdown-Planungssystemen, wie sie im PDDL und <a href="STRIPS" title="STRIPS">STRIPS</a> Umfeld verwendet wurden, und suchte eine Methode, die ohne explizites Umgebungsmodell auskommt. Während man bei PDDL zunächst die Domäne umfassend spezifiziert und darin dann mit einem <a href="Solver" title="Solver">Solver</a> nach einer Aktionsfolge sucht, geht man bei der Subsumption-Architektur genau umgekehrt vor: Man programmiert zuerst den Roboter und schaut dann, welche Probleme damit gelöst werden können.<sup id="cite_ref-Ouali2015_9-0" class="reference"><a href="#cite_note-Ouali2015-9"><span class="cite-bracket">[</span>9<span class="cite-bracket">]</span></a></sup>
</p>
<div class="mw-heading mw-heading3"><h3 id="Automatentheorie">Automatentheorie</h3></div>
<p>In der Informatik relativ gut erforscht sind Finite-States-Machines. Damit wird ein System so spezifiziert, dass es in genau einem Zustand sein kann. Finite-States-Machines sind deshalb so verbreitet, weil von der Hardwareseite <a href="Digitaltechnik" title="Digitaltechnik">Digitalschaltungen</a> nach dieser Methode aufgebaut sind. Dieses Konzept lässt sich auf Echtzeitsysteme übertragen. Man spricht dann von „timed <a href="Automat_(Informatik)" title="Automat (Informatik)">automation</a>“.<sup id="cite_ref-atterer2001hybride_10-0" class="reference"><a href="#cite_note-atterer2001hybride-10"><span class="cite-bracket">[</span>10<span class="cite-bracket">]</span></a></sup> Bei Behavior Trees handelt es sich um eine vereinfachte Programmiermethode. Es können ähnliche Aufgaben bewältigt werden, wie mit einer Finite-State-Maschine. Der Fachbegriff lautet „timed Behavior Tree“, was eine <a href="Tautologie_(Sprache)" title="Tautologie (Sprache)">Tautologie</a> darstellt. Behavior Trees werden ausschließlich für Echtzeitsysteme verwendet, sind also immer mit einem <a href="Taktgeber" title="Taktgeber">Timer</a> versehen.<sup id="cite_ref-Colvin2007_11-0" class="reference"><a href="#cite_note-Colvin2007-11"><span class="cite-bracket">[</span>11<span class="cite-bracket">]</span></a></sup>
</p>
<div class="mw-heading mw-heading2"><h2 id="Praktische_Realisierung">Praktische Realisierung</h2></div>
<p>In der Game-Engine <a href="Unity_(Spiel-Engine)" title="Unity (Spiel-Engine)">Unity</a> werden Behavior Trees als grafischer Prozessflow realisiert.<sup id="cite_ref-Maggiorini2013_12-0" class="reference"><a href="#cite_note-Maggiorini2013-12"><span class="cite-bracket">[</span>12<span class="cite-bracket">]</span></a></sup> Der Entwickler kann mit der Maus neue Unterfunktionen einfügen und if-then-Bedingungen formulieren. Man kann Behavior Trees aber auch rein textuell in einer <a href="H%C3%B6here_Programmiersprache" title="Höhere Programmiersprache">Hochsprache</a> wie <a href="Modelica" title="Modelica">Modelica</a> implementieren, sie sind dann ähnlich aufgebaut wie ein normales Computerprogramm. Inhaltlich werden sie jedoch für <a href="Prozessrechentechnik" title="Prozessrechentechnik">Prozess-Steuerungsaufgaben</a> eingesetzt und erzeugen zeitlich abgestimmte Abläufe.<sup id="cite_ref-myers2011comodeling_13-0" class="reference"><a href="#cite_note-myers2011comodeling-13"><span class="cite-bracket">[</span>13<span class="cite-bracket">]</span></a></sup>
</p>
<div class="mw-heading mw-heading3"><h3 id="Codebeispiel_in_Python">Codebeispiel in Python</h3></div>
<div class="mw-highlight mw-highlight-lang-python mw-content-ltr" dir="ltr"><pre><span></span><span class="k">class</span><span class="w"> </span><span class="nc">Behaviortree</span><span class="p">:</span>
<span class="k">def</span><span class="w"> </span><span class="fm">__init__</span><span class="p">(</span><span class="bp">self</span><span class="p">):</span>
<span class="n">t</span> <span class="o">=</span> <span class="n">threading</span><span class="o">.</span><span class="n">Thread</span><span class="p">(</span><span class="n">target</span><span class="o">=</span><span class="bp">self</span><span class="o">.</span><span class="n">taskmain</span><span class="p">)</span>
<span class="n">t</span><span class="o">.</span><span class="n">start</span><span class="p">()</span>
<span class="k">def</span><span class="w"> </span><span class="nf">taskmain</span><span class="p">():</span>
<span class="bp">self</span><span class="o">.</span><span class="n">gehe_durch_tuer</span><span class="p">()</span>
<span class="n">time</span><span class="o">.</span><span class="n">sleep</span><span class="p">(</span><span class="mi">1</span><span class="p">)</span>
<span class="bp">self</span><span class="o">.</span><span class="n">schliesse_tuer</span><span class="p">()</span>
<span class="k">def</span><span class="w"> </span><span class="nf">gehe_durch_tuer</span><span class="p">(</span><span class="bp">self</span><span class="p">):</span>
<span class="bp">self</span><span class="o">.</span><span class="n">benutze_schluessel</span><span class="p">()</span>
<span class="bp">self</span><span class="o">.</span><span class="n">druecke_tuerklinke</span><span class="p">()</span>
<span class="k">def</span><span class="w"> </span><span class="nf">schliesse_tuer</span><span class="p">(</span><span class="bp">self</span><span class="p">):</span>
<span class="k">pass</span>
<span class="k">def</span><span class="w"> </span><span class="nf">benutze_schluessel</span><span class="p">(</span><span class="bp">self</span><span class="p">):</span>
<span class="k">pass</span>
<span class="k">def</span><span class="w"> </span><span class="nf">druecke_tuerklinke</span><span class="p">(</span><span class="bp">self</span><span class="p">):</span>
<span class="k">pass</span>
</pre></div>
<div class="mw-heading mw-heading2"><h2 id="Weiterentwicklungen">Weiterentwicklungen</h2></div>
<p>Es gibt Bestrebungen das ursprüngliche Behavior-Tree-Konzept zu erweitern. GOAP (Goal-Oriented Action Planning) ist ein Planungssystem, bei dem ein Solver automatisch die passenden Einzelbefehle ermittelt.<sup id="cite_ref-bjarnolf2008threat_14-0" class="reference"><a href="#cite_note-bjarnolf2008threat-14"><span class="cite-bracket">[</span>14<span class="cite-bracket">]</span></a></sup> Im Bereich <a href="Reinforcement_Learning" class="mw-redirect" title="Reinforcement Learning">Reinforcement Learning</a> werden Behavior Trees durch <a href="Maschinelles_Lernen" title="Maschinelles Lernen">maschinelles Lernen</a> erzeugt.<sup id="cite_ref-Perez2011_15-0" class="reference"><a href="#cite_note-Perez2011-15"><span class="cite-bracket">[</span>15<span class="cite-bracket">]</span></a></sup> Auch hier ist die Intention die manuelle Erstellung von Code zu vermeiden. In der Domäne Computerspiele sind sogenannten „Behavior Objects“ im Gespräch, damit wird das Behavior-Tree-Konzept ergänzt um <a href="Objektorientierte_Programmierung" title="Objektorientierte Programmierung">objektorientierte</a> Elemente, dass man also den Übergang vollzieht von der strukturierten Programmierung hin zur Verwendung von Klassen.<sup id="cite_ref-cerny2016using_16-0" class="reference"><a href="#cite_note-cerny2016using-16"><span class="cite-bracket">[</span>16<span class="cite-bracket">]</span></a></sup>
</p>
<div class="mw-heading mw-heading2"><h2 id="Einzelnachweise">Einzelnachweise</h2></div>
<ol class="references">
<li id="cite_note-unrealAPI-1"><span class="mw-cite-backlink"><a href="#cite_ref-unrealAPI_1-0">↑</a></span> <span class="reference-text">
Epic Games: <cite style="font-style:italic">Behavior Trees - Unreal Engine Dokumentation</cite>. (<a rel="nofollow" class="external text" href="https://docs.unrealengine.com/latest/INT/Engine/AI/BehaviorTrees/">unrealengine.com</a>).<span class="Z3988" title="ctx_ver=Z39.88-2004&amp;rft_val_fmt=info%3Aofi%2Ffmt%3Akev%3Amtx%3Abook&amp;rfr_id=info:sid/de.wikipedia.org:Behavior+Tree&amp;rft.au=Epic+Games&amp;rft.btitle=Behavior+Trees+-+Unreal+Engine+Dokumentation&amp;rft.genre=book" style="display:none">&nbsp;</span></span>
</li>
<li id="cite_note-Bohren2011-2"><span class="mw-cite-backlink"><a href="#cite_ref-Bohren2011_2-0">↑</a></span> <span class="reference-text">
Jonathan Bohren and Radu Bogdan Rusu and E. Gil Jones and Eitan Marder-Eppstein and Caroline Pantofaru and Melonee Wise and Lorenz Mosenlechner and Wim Meeussen and Stefan Holzer: <cite style="font-style:italic">Towards autonomous robotic butlers: Lessons learned with the {PR}2</cite>. In: <cite style="font-style:italic">2011 {IEEE} International Conference on Robotics and Automation Institute of Electrical and Electronics Engineers ({IEEE})</cite>. 2011, <a href="Digital_Object_Identifier" title="Digital Object Identifier">doi</a>:<span class="uri-handle" style="white-space:nowrap"><a rel="nofollow" class="external text" href="https://doi.org/10.1109/icra.2011.5980058">10.1109/icra.2011.5980058</a></span> (<style data-mw-deduplicate="TemplateStyles:r261891140">
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</style><a rel="nofollow" class="external text" href="https://web.archive.org/web/20170211080640/http://www.meloneewise.com/wp-content/uploads/2015/08/ICRA11_1089_FI.pdf">meloneewise.com</a> (<span class="webarchiv-memento"><a href="Webarchivierung#Begrifflichkeiten" title="Webarchivierung">Memento</a></span> vom 11. Februar 2017 im <i><a href="Internet_Archive" title="Internet Archive">Internet Archive</a></i>) [PDF; <span style="white-space:nowrap">1,8<span style="display:inline-block;width:.2em">&nbsp;</span>MB</span>]).<span class="Z3988" title="ctx_ver=Z39.88-2004&amp;rft_val_fmt=info%3Aofi%2Ffmt%3Akev%3Amtx%3Abook&amp;rfr_id=info:sid/de.wikipedia.org:Behavior+Tree&amp;rft.atitle=Towards+autonomous+robotic+butlers%3A+Lessons+learned+with+the+%7BPR%7D2&amp;rft.au=Jonathan+Bohren+and+Radu+Bogdan+Rusu+and+E.+Gil+Jones+and+Eitan+Marder-Eppstein+and+Caroline+Pantofaru+and+Melonee+Wise+and+Lorenz+Mosenlechner+and+Wim+Meeussen+and+Stefan+Holzer&amp;rft.btitle=2011+%7BIEEE%7D+International+Conference+on+Robotics+and+Automation++Institute+of+Electrical+and+Electronics+Engineers+%28%7BIEEE%7D%29&amp;rft.date=2011&amp;rft.doi=10.1109%2Ficra.2011.5980058&amp;rft.genre=book" style="display:none">&nbsp;</span></span>
</li>
<li id="cite_note-Nguyen2013-3"><span class="mw-cite-backlink"><a href="#cite_ref-Nguyen2013_3-0">↑</a></span> <span class="reference-text">
Hai Nguyen and Matei Ciocarlie and Kaijen Hsiao and Charles C. Kemp: <cite style="font-style:italic">ROS commander (ROSCo): Behavior creation for home robots</cite>. In: <cite style="font-style:italic">2013 IEEE International Conference on Robotics and Automation Institute of Electrical and Electronics Engineers (IEEE)</cite>. 2013, <a href="Digital_Object_Identifier" title="Digital Object Identifier">doi</a>:<span class="uri-handle" style="white-space:nowrap"><a rel="nofollow" class="external text" href="https://doi.org/10.1109/icra.2013.6630616">10.1109/icra.2013.6630616</a></span> (<a rel="nofollow" class="external text" href="https://web.archive.org/web/20170211081501/https://smartech.gatech.edu/bitstream/handle/1853/49852/rosco_icra2013.pdf?sequence=1&amp;isAllowed=y">smartech.gatech.edu</a> (<span class="webarchiv-memento"><a href="Webarchivierung#Begrifflichkeiten" title="Webarchivierung">Memento</a></span> vom 11. Februar 2017 im <i><a href="Internet_Archive" title="Internet Archive">Internet Archive</a></i>) [PDF; <span style="white-space:nowrap">1,8<span style="display:inline-block;width:.2em">&nbsp;</span>MB</span>]).<span class="Z3988" title="ctx_ver=Z39.88-2004&amp;rft_val_fmt=info%3Aofi%2Ffmt%3Akev%3Amtx%3Abook&amp;rfr_id=info:sid/de.wikipedia.org:Behavior+Tree&amp;rft.atitle=ROS+commander+%28ROSCo%29%3A+Behavior+creation+for+home+robots&amp;rft.au=Hai+Nguyen+and+Matei+Ciocarlie+and+Kaijen+Hsiao+and+Charles+C.+Kemp&amp;rft.btitle=2013+IEEE+International+Conference+on+Robotics+and+Automation++Institute+of+Electrical+and+Electronics+Engineers+%28IEEE%29&amp;rft.date=2013&amp;rft.doi=10.1109%2Ficra.2013.6630616&amp;rft.genre=book" style="display:none">&nbsp;</span></span>
</li>
<li id="cite_note-Wiener1961-4"><span class="mw-cite-backlink"><a href="#cite_ref-Wiener1961_4-0">↑</a></span> <span class="reference-text">
Norbert Wiener: <cite style="font-style:italic">Cybernetics, or control and communication in the animal and the machine (2nd ed.).</cite> In: <cite style="font-style:italic">American Psychological Association (APA)</cite>. 1961, <a href="Digital_Object_Identifier" title="Digital Object Identifier">doi</a>:<span class="uri-handle" style="white-space:nowrap"><a rel="nofollow" class="external text" href="https://doi.org/10.1037/13140-000">10.1037/13140-000</a></span> (<a rel="nofollow" class="external text" href="https://catalog.hathitrust.org/Record/000468497">hathitrust.org</a>).<span class="Z3988" title="ctx_ver=Z39.88-2004&amp;rft_val_fmt=info%3Aofi%2Ffmt%3Akev%3Amtx%3Abook&amp;rfr_id=info:sid/de.wikipedia.org:Behavior+Tree&amp;rft.atitle=Cybernetics%2C+or+control+and+communication+in+the+animal+and+the+machine+%282nd+ed.%29.&amp;rft.au=Norbert+Wiener&amp;rft.btitle=American+Psychological+Association+%28APA%29&amp;rft.date=1961&amp;rft.doi=10.1037%2F13140-000&amp;rft.genre=book" style="display:none">&nbsp;</span></span>
</li>
<li id="cite_note-Lim2010-5"><span class="mw-cite-backlink"><a href="#cite_ref-Lim2010_5-0">↑</a></span> <span class="reference-text">
Chong-U Lim and Robin Baumgarten and Simon Colton: <cite style="font-style:italic">Evolving Behaviour Trees for the Commercial Game DEFCON</cite>. In: <cite style="font-style:italic">Applications of Evolutionary Computation Springer Nature</cite>. 2010, <span style="white-space:nowrap">S.<span style="display:inline-block;width:.2em">&nbsp;</span>100–110</span>, <a href="Digital_Object_Identifier" title="Digital Object Identifier">doi</a>:<span class="uri-handle" style="white-space:nowrap"><a rel="nofollow" class="external text" href="https://doi.org/10.1007/978-3-642-12239-2_11">10.1007/978-3-642-12239-2_11</a></span> (<a rel="nofollow" class="external text" href="https://people.csail.mit.edu/culim/lim2010evolving.pdf">mit.edu</a> [PDF; <span style="white-space:nowrap">492<span style="display:inline-block;width:.2em">&nbsp;</span>kB</span>]).<span class="Z3988" title="ctx_ver=Z39.88-2004&amp;rft_val_fmt=info%3Aofi%2Ffmt%3Akev%3Amtx%3Abook&amp;rfr_id=info:sid/de.wikipedia.org:Behavior+Tree&amp;rft.atitle=Evolving+Behaviour+Trees+for+the+Commercial+Game+DEFCON&amp;rft.au=Chong-U+Lim+and+Robin+Baumgarten+and+Simon+Colton&amp;rft.btitle=Applications+of+Evolutionary+Computation+Springer+Nature&amp;rft.date=2010&amp;rft.doi=10.1007%2F978-3-642-12239-2_11&amp;rft.genre=book&amp;rft.pages=100-110" style="display:none">&nbsp;</span></span>
</li>
<li id="cite_note-klockner2013behavior-6"><span class="mw-cite-backlink"><a href="#cite_ref-klockner2013behavior_6-0">↑</a></span> <span class="reference-text">
Klöckner, Andreas: <cite style="font-style:italic">Behavior trees for UAV mission management</cite>. In: <cite style="font-style:italic">INFORMATIK 2013: Informatik angepasst an Mensch, Organisation und Umwelt Köllen Druck+ Verlag GmbH, Bonn</cite>. 2013, <span style="white-space:nowrap">S.<span style="display:inline-block;width:.2em">&nbsp;</span>57--68</span> (<a rel="nofollow" class="external text" href="https://elib.dlr.de/91679/1/kloeckner2013behavior.pdf">dlr.de</a> [PDF; <span style="white-space:nowrap">460<span style="display:inline-block;width:.2em">&nbsp;</span>kB</span>]).<span class="Z3988" title="ctx_ver=Z39.88-2004&amp;rft_val_fmt=info%3Aofi%2Ffmt%3Akev%3Amtx%3Abook&amp;rfr_id=info:sid/de.wikipedia.org:Behavior+Tree&amp;rft.atitle=Behavior+trees+for+UAV+mission+management&amp;rft.au=Kl%C3%B6ckner%2C+Andreas&amp;rft.btitle=INFORMATIK+2013%3A+Informatik+angepasst+an+Mensch%2C+Organisation+und+Umwelt+++K%C3%B6llen+Druck%2B+Verlag+GmbH%2C+Bonn&amp;rft.date=2013&amp;rft.genre=book&amp;rft.pages=57--68" style="display:none">&nbsp;</span></span>
</li>
<li id="cite_note-gaudl2013behaviour-7"><span class="mw-cite-backlink"><a href="#cite_ref-gaudl2013behaviour_7-0">↑</a></span> <span class="reference-text">
Gaudl, Swen E and Davies, Simon and Bryson, Joanna J: <cite style="font-style:italic">Behaviour oriented design for real-time-strategy games.</cite> In: <cite style="font-style:italic">FDG</cite>. 2013, <span style="white-space:nowrap">S.<span style="display:inline-block;width:.2em">&nbsp;</span>198--205</span> (<a rel="nofollow" class="external text" href="https://web.archive.org/web/20140513141108/http://www.cs.bath.ac.uk/~jjb/ftp/GaudlFDG13.pdf">cs.bath.ac.uk</a> (<span class="webarchiv-memento"><a href="Webarchivierung#Begrifflichkeiten" title="Webarchivierung">Memento</a></span> vom 13. Mai 2014 im <i><a href="Internet_Archive" title="Internet Archive">Internet Archive</a></i>) [PDF; <span style="white-space:nowrap">747<span style="display:inline-block;width:.2em">&nbsp;</span>kB</span>]).<span class="Z3988" title="ctx_ver=Z39.88-2004&amp;rft_val_fmt=info%3Aofi%2Ffmt%3Akev%3Amtx%3Abook&amp;rfr_id=info:sid/de.wikipedia.org:Behavior+Tree&amp;rft.atitle=Behaviour+oriented+design+for+real-time-strategy+games.&amp;rft.au=Gaudl%2C+Swen+E+and+Davies%2C+Simon+and+Bryson%2C+...&amp;rft.btitle=FDG&amp;rft.date=2013&amp;rft.genre=book&amp;rft.pages=198--205" style="display:none">&nbsp;</span></span>
</li>
<li id="cite_note-Brooks1986-8"><span class="mw-cite-backlink"><a href="#cite_ref-Brooks1986_8-0">↑</a></span> <span class="reference-text">
R. Brooks: <cite style="font-style:italic">A robust layered control system for a mobile robot</cite>. In: <cite style="font-style:italic">IEEE Journal on Robotics and Automation Institute of Electrical and Electronics Engineers (IEEE)</cite>. <span style="white-space:nowrap">Band<span style="display:inline-block;width:.2em">&nbsp;</span>2</span>, 1986, <span style="white-space:nowrap">S.<span style="display:inline-block;width:.2em">&nbsp;</span>14–23</span>, <a href="Digital_Object_Identifier" title="Digital Object Identifier">doi</a>:<span class="uri-handle" style="white-space:nowrap"><a rel="nofollow" class="external text" href="https://doi.org/10.1109/jra.1986.1087032">10.1109/jra.1986.1087032</a></span> (<a rel="nofollow" class="external text" href="https://dspace.mit.edu/bitstream/handle/1721.1/6432/AIM-864.pdf?sequence=2">mit.edu</a> [PDF; <span style="white-space:nowrap">1,7<span style="display:inline-block;width:.2em">&nbsp;</span>MB</span>]).<span class="Z3988" title="ctx_ver=Z39.88-2004&amp;rft_val_fmt=info%3Aofi%2Ffmt%3Akev%3Amtx%3Abook&amp;rfr_id=info:sid/de.wikipedia.org:Behavior+Tree&amp;rft.atitle=A+robust+layered+control+system+for+a+mobile+robot&amp;rft.au=R.+Brooks&amp;rft.btitle=IEEE+Journal+on+Robotics+and+Automation+++Institute+of+Electrical+and+Electronics+Engineers+%28IEEE%29&amp;rft.date=1986&amp;rft.doi=10.1109%2Fjra.1986.1087032&amp;rft.genre=book&amp;rft.pages=14-23&amp;rft.volume=2" style="display:none">&nbsp;</span></span>
</li>
<li id="cite_note-Ouali2015-9"><span class="mw-cite-backlink"><a href="#cite_ref-Ouali2015_9-0">↑</a></span> <span class="reference-text">
Lydia Ould Ouali and Charles Rich and Nicolas Sabouret: <cite style="font-style:italic">Plan Recovery in Reactive HTNs Using Symbolic Planning</cite>. In: <cite style="font-style:italic">Artificial General Intelligence Springer Nature</cite>. 2015, <span style="white-space:nowrap">S.<span style="display:inline-block;width:.2em">&nbsp;</span>320–330</span>, <a href="Digital_Object_Identifier" title="Digital Object Identifier">doi</a>:<span class="uri-handle" style="white-space:nowrap"><a rel="nofollow" class="external text" href="https://doi.org/10.1007/978-3-319-21365-1_33">10.1007/978-3-319-21365-1_33</a></span> (<a rel="nofollow" class="external text" href="https://pdfs.semanticscholar.org/29bd/c17c1ec3e1ae656f07e1c67fd3888587db39.pdf">semanticscholar.org</a> [PDF; <span style="white-space:nowrap">4,0<span style="display:inline-block;width:.2em">&nbsp;</span>MB</span>]).<span class="Z3988" title="ctx_ver=Z39.88-2004&amp;rft_val_fmt=info%3Aofi%2Ffmt%3Akev%3Amtx%3Abook&amp;rfr_id=info:sid/de.wikipedia.org:Behavior+Tree&amp;rft.atitle=Plan+Recovery+in+Reactive+HTNs+Using+Symbolic+Planning&amp;rft.au=Lydia+Ould+Ouali+and+Charles+Rich+and+Nicolas+Sabouret&amp;rft.btitle=Artificial+General+Intelligence++Springer+Nature&amp;rft.date=2015&amp;rft.doi=10.1007%2F978-3-319-21365-1_33&amp;rft.genre=book&amp;rft.pages=320-330" style="display:none">&nbsp;</span></span>
</li>
<li id="cite_note-atterer2001hybride-10"><span class="mw-cite-backlink"><a href="#cite_ref-atterer2001hybride_10-0">↑</a></span> <span class="reference-text">
Atterer, Richard: <cite style="font-style:italic">Hybride automaten</cite>. In: <cite style="font-style:italic">TU München, Hauptseminar Design hybrider, eingebetteter Systeme</cite>. 2001 (<a rel="nofollow" class="external text" href="https://web.archive.org/web/20170211080429/http://ww.atterer.org/sites/atterer/files/2010-05/hauptseminar/hybride-automaten.pdf">atterer.org</a> (<span class="webarchiv-memento"><a href="Webarchivierung#Begrifflichkeiten" title="Webarchivierung">Memento</a></span> vom 11. Februar 2017 im <i><a href="Internet_Archive" title="Internet Archive">Internet Archive</a></i>) [PDF; <span style="white-space:nowrap">222<span style="display:inline-block;width:.2em">&nbsp;</span>kB</span>]).<span class="Z3988" title="ctx_ver=Z39.88-2004&amp;rft_val_fmt=info%3Aofi%2Ffmt%3Akev%3Amtx%3Abook&amp;rfr_id=info:sid/de.wikipedia.org:Behavior+Tree&amp;rft.atitle=Hybride+automaten&amp;rft.au=Atterer%2C+Richard&amp;rft.btitle=TU+M%C3%BCnchen%2C+Hauptseminar+Design+hybrider%2C+eingebetteter+Systeme&amp;rft.date=2001&amp;rft.genre=book" style="display:none">&nbsp;</span></span>
</li>
<li id="cite_note-Colvin2007-11"><span class="mw-cite-backlink"><a href="#cite_ref-Colvin2007_11-0">↑</a></span> <span class="reference-text">
Robert Colvin and Lars Grunske and Kirsten Winter: <cite style="font-style:italic">Probabilistic Timed Behavior Trees</cite>. In: <cite style="font-style:italic">Lecture Notes in Computer Science Springer Nature</cite>. 2007, <span style="white-space:nowrap">S.<span style="display:inline-block;width:.2em">&nbsp;</span>156–175</span>, <a href="Digital_Object_Identifier" title="Digital Object Identifier">doi</a>:<span class="uri-handle" style="white-space:nowrap"><a rel="nofollow" class="external text" href="https://doi.org/10.1007/978-3-540-73210-5_9">10.1007/978-3-540-73210-5_9</a></span> (<a rel="nofollow" class="external text" href="http://s3.amazonaws.com/academia.edu.documents/30755716/Jim_Davies_Integrated_Formal_Methods_6_conf_IFM.pdf?AWSAccessKeyId=AKIAIWOWYYGZ2Y53UL3A&amp;Expires=1486719115&amp;Signature=dtmBFvkg8c9Hfps5Di%2FAZFJAydk%3D&amp;response-content-disposition=inline%3B%20filename%3DFinding_state_solutions_to_temporal_logi.pdf#page=164">amazonaws.com</a> [PDF; <span style="white-space:nowrap">32<span style="display:inline-block;width:.2em">&nbsp;</span>kB</span>]).<span class="Z3988" title="ctx_ver=Z39.88-2004&amp;rft_val_fmt=info%3Aofi%2Ffmt%3Akev%3Amtx%3Abook&amp;rfr_id=info:sid/de.wikipedia.org:Behavior+Tree&amp;rft.atitle=Probabilistic+Timed+Behavior+Trees&amp;rft.au=Robert+Colvin+and+Lars+Grunske+and+Kirsten+Winter&amp;rft.btitle=Lecture+Notes+in+Computer+Science++Springer+Nature&amp;rft.date=2007&amp;rft.doi=10.1007%2F978-3-540-73210-5_9&amp;rft.genre=book&amp;rft.pages=156-175" style="display:none">&nbsp;</span></span>
</li>
<li id="cite_note-Maggiorini2013-12"><span class="mw-cite-backlink"><a href="#cite_ref-Maggiorini2013_12-0">↑</a></span> <span class="reference-text">
Dario Maggiorini and and Laura Ripamonti and Samuele Panzeri: <cite style="font-style:italic">Follow the Leader: a Scalable Approach for Realistic Group Behavior of Roaming NPCs in MMO Games</cite>. In: <cite style="font-style:italic">Advances in Artificial Life, ECAL 2013 MIT Press - Journals</cite>. 2013, <a href="Digital_Object_Identifier" title="Digital Object Identifier">doi</a>:<span class="uri-handle" style="white-space:nowrap"><a rel="nofollow" class="external text" href="https://doi.org/10.7551/978-0-262-31709-2-ch101">10.7551/978-0-262-31709-2-ch101</a></span>.<span class="Z3988" title="ctx_ver=Z39.88-2004&amp;rft_val_fmt=info%3Aofi%2Ffmt%3Akev%3Amtx%3Abook&amp;rfr_id=info:sid/de.wikipedia.org:Behavior+Tree&amp;rft.atitle=Follow+the+Leader%3A+a+Scalable+Approach+for+Realistic+Group+Behavior+of+Roaming+NPCs+in+MMO+Games&amp;rft.au=Dario+Maggiorini+and+and+Laura+Ripamonti+and+Samuele+Panzeri&amp;rft.btitle=Advances+in+Artificial+Life%2C+ECAL+2013++MIT+Press+-+Journals&amp;rft.date=2013&amp;rft.doi=10.7551%2F978-0-262-31709-2-ch101&amp;rft.genre=book" style="display:none">&nbsp;</span></span>
</li>
<li id="cite_note-myers2011comodeling-13"><span class="mw-cite-backlink"><a href="#cite_ref-myers2011comodeling_13-0">↑</a></span> <span class="reference-text">
Myers, Toby and Schamai, Wladimir and Fritzon, Peter: <cite style="font-style:italic">Comodeling revisited: Execution of behavior trees in modelica</cite>. In: <cite style="font-style:italic">Proceedings of the 4th International Workshop on Equation-Based Object-Oriented Modeling Languages and Tools; Zurich; Switzerland; September 5; 2011 Linköping University Electronic Press</cite>. <span style="white-space:nowrap">Nr.<span style="display:inline-block;width:.2em">&nbsp;</span>056</span>, 2011, <span style="white-space:nowrap">S.<span style="display:inline-block;width:.2em">&nbsp;</span>97–106</span> (<a rel="nofollow" class="external text" href="http://www.ep.liu.se/ecp/056/011/ecp1105611.pdf">liu.se</a> [PDF; <span style="white-space:nowrap">1,1<span style="display:inline-block;width:.2em">&nbsp;</span>MB</span>]).<span class="Z3988" title="ctx_ver=Z39.88-2004&amp;rft_val_fmt=info%3Aofi%2Ffmt%3Akev%3Amtx%3Ajournal&amp;rfr_id=info:sid/de.wikipedia.org:Behavior+Tree&amp;rft.atitle=Comodeling+revisited%3A+Execution+of+behavior+trees+in+modelica&amp;rft.au=Myers%2C+Toby+and+Schamai%2C+Wladimir+and+Fritzon%2C+...&amp;rft.date=2011&amp;rft.genre=journal&amp;rft.issue=056&amp;rft.jtitle=Proceedings+of+the+4th+International+Workshop+on+Equation-Based+Object-Oriented+Modeling+Languages+and+Tools%3B+Zurich%3B+Switzerland%3B+September+5%3B+2011+Link%C3%B6ping+University+Electronic+Press&amp;rft.pages=97-106" style="display:none">&nbsp;</span></span>
</li>
<li id="cite_note-bjarnolf2008threat-14"><span class="mw-cite-backlink"><a href="#cite_ref-bjarnolf2008threat_14-0">↑</a></span> <span class="reference-text">
Bjarnolf, Philip and Gustavsson, Per M and Brax, Christoffer and Fredin, Mikael: <cite style="font-style:italic">Threat analysis using goal-oriented action planning</cite>. In: <cite style="font-style:italic">University of Skövde</cite>. 2008 (<a rel="nofollow" class="external text" href="https://www.researchgate.net/profile/Per_Gustavsson/publication/259476495_Threat_Analysis_Using_Goal-Oriented_Action_Planning/links/0c96052c05e726386f000000.pdf">researchgate.net</a> [PDF; <span style="white-space:nowrap">793<span style="display:inline-block;width:.2em">&nbsp;</span>kB</span>]).<span class="Z3988" title="ctx_ver=Z39.88-2004&amp;rft_val_fmt=info%3Aofi%2Ffmt%3Akev%3Amtx%3Abook&amp;rfr_id=info:sid/de.wikipedia.org:Behavior+Tree&amp;rft.atitle=Threat+analysis+using+goal-oriented+action+planning&amp;rft.au=Bjarnolf%2C+Philip+and+Gustavsson%2C+Per+M+and+Brax%2C+...&amp;rft.btitle=University+of+Sk%C3%B6vde&amp;rft.date=2008&amp;rft.genre=book" style="display:none">&nbsp;</span></span>
</li>
<li id="cite_note-Perez2011-15"><span class="mw-cite-backlink"><a href="#cite_ref-Perez2011_15-0">↑</a></span> <span class="reference-text">
Diego Perez and Miguel Nicolau and Michael O’Neill and Anthony Brabazon: <cite style="font-style:italic">Evolving Behaviour Trees for the Mario AI Competition Using Grammatical Evolution</cite>. In: <cite style="font-style:italic">Applications of Evolutionary Computation Springer Nature</cite>. 2011, <span style="white-space:nowrap">S.<span style="display:inline-block;width:.2em">&nbsp;</span>123–132</span>, <a href="Digital_Object_Identifier" title="Digital Object Identifier">doi</a>:<span class="uri-handle" style="white-space:nowrap"><a rel="nofollow" class="external text" href="https://doi.org/10.1007/978-3-642-20525-5_13">10.1007/978-3-642-20525-5_13</a></span> (<a rel="nofollow" class="external text" href="https://web.archive.org/web/20170211075122/http://researchrepository.ucd.ie/bitstream/handle/10197/3534/EvoGames2011_Perez.pdf">researchrepository.ucd.ie</a> (<span class="webarchiv-memento"><a href="Webarchivierung#Begrifflichkeiten" title="Webarchivierung">Memento</a></span> vom 11. Februar 2017 im <i><a href="Internet_Archive" title="Internet Archive">Internet Archive</a></i>) [PDF; <span style="white-space:nowrap">389<span style="display:inline-block;width:.2em">&nbsp;</span>kB</span>]).<span class="Z3988" title="ctx_ver=Z39.88-2004&amp;rft_val_fmt=info%3Aofi%2Ffmt%3Akev%3Amtx%3Abook&amp;rfr_id=info:sid/de.wikipedia.org:Behavior+Tree&amp;rft.atitle=Evolving+Behaviour+Trees+for+the+Mario+AI+Competition+Using+Grammatical+Evolution&amp;rft.au=Diego+Perez+and+Miguel+Nicolau+and+Michael+O%E2%80%99Neill+and+Anthony+Brabazon&amp;rft.btitle=Applications+of+Evolutionary+Computation++Springer+Nature&amp;rft.date=2011&amp;rft.doi=10.1007%2F978-3-642-20525-5_13&amp;rft.genre=book&amp;rft.pages=123-132" style="display:none">&nbsp;</span></span>
</li>
<li id="cite_note-cerny2016using-16"><span class="mw-cite-backlink"><a href="#cite_ref-cerny2016using_16-0">↑</a></span> <span class="reference-text">Cerny, Martin and Plch, Tomas and Marko, Matej and Gemrot, Jakub and Ondracek, Petr and Brom, Cyril: <cite style="font-style:italic">Using Behavior Objects to Manage Complexity in Virtual Worlds</cite>. In: <cite style="font-style:italic">IEEE Transactions on Computational Intelligence and AI in Games IEEE</cite>. 2016, <a href="Digital_Object_Identifier" title="Digital Object Identifier">doi</a>:<span class="uri-handle" style="white-space:nowrap"><a rel="nofollow" class="external text" href="https://doi.org/10.1109/tciaig.2016.2528499">10.1109/tciaig.2016.2528499</a></span> (<a rel="nofollow" class="external text" href="https://arxiv.org/pdf/1508.00377.pdf">arxiv.org</a> [PDF; <span style="white-space:nowrap">731<span style="display:inline-block;width:.2em">&nbsp;</span>kB</span>]).<span class="Z3988" title="ctx_ver=Z39.88-2004&amp;rft_val_fmt=info%3Aofi%2Ffmt%3Akev%3Amtx%3Abook&amp;rfr_id=info:sid/de.wikipedia.org:Behavior+Tree&amp;rft.atitle=Using+Behavior+Objects+to+Manage+Complexity+in+Virtual+Worlds&amp;rft.au=Cerny%2C+Martin+and+Plch%2C+Tomas+and+Marko%2C+...&amp;rft.btitle=IEEE+Transactions+on+Computational+Intelligence+and+AI+in+Games+IEEE&amp;rft.date=2016&amp;rft.doi=10.1109%2Ftciaig.2016.2528499&amp;rft.genre=book" style="display:none">&nbsp;</span></span>
</li>
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