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Increasing Modularity of UAV Control Systems using Computer Game Behavior Trees

机译:使用计算机游戏行为树提高无人机控制系统的模块化

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In this paper, we argue that the modularity, reusability and complexity of Unmanned Aerial Vehicle (UAV) guidance and control systems might be improved by using a Behavior Tree (BT) architecture. BTs are a particular kind of Hybrid Dynamical Systems (HDS), where the state transitions of the HDS are implicitly encoded in a tree structure, instead of explicitly stated in transition maps. In the gaming industry, BTs have gained a lot of interest, and are now replacing HDS in the control architecture of many automated in-game opponents. Below, we explore the relationship between HDS and BTs. We show that any HDS can be written as a BT and that many common UAV control constructs are quite naturally formulated as BTs. Finally, we discuss the positive implications of making the above mentioned state transitions implicit in the BTs.
机译:在本文中,我们认为,可以通过使用行为树(BT)架构来提高无人机(UAV)制导和控制系统的模块化,可重用性和复杂性。 BT是一种特殊的混合动力系统(HDS),其中HDS的状态转换以树形结构隐式编码,而不是在转换图中明确声明。在游戏行业中,BT引起了很多兴趣,并且现在正在许多自动游戏对手的控制体系结构中取代HDS。下面,我们探讨HDS和BT之间的关系。我们表明,任何HDS都可以编写为BT,许多常见的UAV控制结构也很自然地被编写为BT。最后,我们讨论了使上述状态转换隐含在BT中的积极意义。

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