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Behavior Tree Based SimulatedCommand and ControlNoah SyrkisMay 21, 20251 |Granular decision making2 |Domain Specific Language1 |Granular decision makingControl problems are inherently hierarchicalAn order from a general commanding the task of a betalion is high-levelIn action of each individual solder is not specified thereThe simulation strategic encounters has been saturated with deep learning algorithms[1]1 of 62 |Domain Specific LanguageThe domain specific language (DSL) shown inTable 1 specifies unit behaviorFigure 1 shows the grammat used to specifybehaviorroottree ( tree)programtreeleaf | nodenode or leafleafA (move | attack)action|C ( reachable )conditionnodeS (root)sequence|F (root)fallbackmovemove directionmove actiondirectionto | fromdirectionTable 1: Behavior tree grammar2 of 62 |Domain Specific LanguageF ( A move target |> S ( C is_alive |> A move target ) |> A move target,)𝑎𝑡𝑜𝑡𝐹𝐴0𝑆𝐴2𝐶0𝐴1Figure 1: Behavior tree example (see Appendix A for implementation details)3 of 6References[1]M. Colledanchise and P. Ögren, Behavior Trees in Robotics and AI: An Introduction. 2018. doi:10.1201/9780429489105.4 of 6A |Trees vs. ArraysTrees versus arraysLeaf nodes are actions and conditionsRest are sequence or fallback combinators5 of 6A |Trees vs. Arraysindexparentfollowsskips𝐴0F3𝐶0SS1𝐴1SF1𝐴2FS0𝑎𝑡𝑜𝑡𝐹𝐴0𝑆𝐴2𝐶0𝐴1Figure 2: Behavior tree (left) and corresponding behavior array (right)6 of 6
Behavior Tree Based SimulatedCommand and ControlNoah SyrkisMay 21, 20251 |Granular decision making2 |Domain Specific Language1 |Granular decision makingControl problems are inherently hierarchicalAn order from a general commanding the task of a betalion is high-levelIn action of each individual solder is not specified thereThe simulation strategic encounters has been saturated with deep learning algorithms[1]1 of 62 |Domain Specific LanguageThe domain specific language (DSL) shown inTable 1 specifies unit behaviorFigure 1 shows the grammat used to specifybehaviorroottree ( tree)programtreeleaf | nodenode or leafleafA (move | attack)action|C ( reachable )conditionnodeS (root)sequence|F (root)fallbackmovemove directionmove actiondirectionto | fromdirectionTable 1: Behavior tree grammar2 of 62 |Domain Specific LanguageF ( A move target |> S ( C is_alive |> A move target ) |> A move target,)𝑎𝑡𝑜𝑡𝐹𝐴0𝑆𝐴2𝐶0𝐴1Figure 1: Behavior tree example (see Appendix A for implementation details)3 of 6References[1]M. Colledanchise and P. Ögren, Behavior Trees in Robotics and AI: An Introduction. 2018. doi:10.1201/9780429489105.4 of 6A |Trees vs. ArraysTrees versus arraysLeaf nodes are actions and conditionsRest are sequence or fallback combinators5 of 6A |Trees vs. Arraysindexparentfollowsskips𝐴0F3𝐶0SS1𝐴1SF1𝐴2FS0𝑎𝑡𝑜𝑡𝐹𝐴0𝑆𝐴2𝐶0𝐴1Figure 2: Behavior tree (left) and corresponding behavior array (right)6 of 6