Related papers: Implementing Behavior Trees using Three-Valued Log…
High-dimensional policies, such as those represented by neural networks, cannot be reasonably interpreted by humans. This lack of interpretability reduces the trust users have in policy behavior, limiting their use to low-impact tasks such…
Based on decision trees, many fields have arguably made tremendous progress in recent years. In simple words, decision trees use the strategy of "divide-and-conquer" to divide the complex problem on the dependency between input features and…
The focus of this paper is to propose a driver model that incorporates human reasoning levels as actions during interactions with other drivers. Different from earlier work using game theoretical human reasoning levels, we propose a dynamic…
We develop a method that integrates the tree of thoughts and multi-agent framework to enhance the capability of pre-trained language models in solving complex, unfamiliar games. The method decomposes game-solving into four incremental tasks…
We propose a hybrid combination of active inference and behavior trees (BTs) for reactive action planning and execution in dynamic environments, showing how robotic tasks can be formulated as a free-energy minimization problem. The proposed…
Autonomous agents are supposed to be able to finish tasks or achieve goals that are assigned by their users through performing a sequence of actions. Since there might exist multiple plans that an agent can follow and each plan might…
Although less studied than purely action or state based logics, state/event based logics are becoming increasingly important. Some systems are best studied using structures with information on both states and transitions, and it is these…
We use the recently developed theory of forest algebras to find algebraic characterizations of the languages of unranked trees and forests definable in various logics. These include the temporal logics CTL and EF, and first-order logic over…
Behavior Trees, which originated in video games as a method for controlling NPCs but have since gained traction within the robotics community, are a framework for describing the execution of a task. BehaVerify is a tool that creates a nuXmv…
Behavior Trees (BTs) have become a popular framework for designing controllers of autonomous agents in the computer game and in the robotics industry. One of the key advantages of BTs lies in their modularity, where independent modules can…
The main contribution of this paper is the development of a new decision tree algorithm. The proposed approach allows users to guide the algorithm through the data partitioning process. We believe this feature has many applications but in…
Behavior trees (BTs) are a popular method for modeling NPC and enemy AI behavior and have been widely used in commercial games. In this work, rather than use BTs to model game playing agents, we use them for modeling game design agents,…
Recent advances in large language models (LLMs) have shown that test-time scaling can substantially improve model performance on complex tasks, particularly in the coding domain. Under this paradigm, models use a larger token budget during…
The primary objective of a diverse planning approach is to generate a set of plans that are distinct from one another. Such an approach is applied in a variety of real-world domains, including risk management, automated stream data…
Offline reinforcement learning (RL) holds great promise for deriving optimal policies from observational data, but challenges related to interpretability and evaluation limit its practical use in safety-critical domains. Interpretability is…
Recent efforts to learn reward functions from human feedback have tended to use deep neural networks, whose lack of transparency hampers our ability to explain agent behaviour or verify alignment. We explore the merits of learning…
In this paper, we propose Belief Behavior Trees (BBTs), an extension to Behavior Trees (BTs) that allows to automatically create a policy that controls a robot in partially observable environments. We extend the semantic of BTs to account…
The quality of opponent Artificial Intelligence (AI) in fighting videogames is crucial. Some other game genres can rely on their story or visuals, but fighting games are all about the adversarial experience. In this paper, we will introduce…
This paper introduces Codified Profiles for role-playing, a novel approach that represents character logic as structured, executable functions for behavioral decision-making. Each profile defines a set of functions parse_by_scene(scene)…
Behavior Trees (BTs) provide a structured and reactive framework for decision-making, commonly used to switch between sub-controllers based on environmental conditions. Reinforcement Learning (RL), on the other hand, can learn near-optimal…