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Beyond State machines, Behaviour Tree's are now in VIPM

I would like to introduce Behaviour Trees for LabVIEW.

 

Behaviour Trees are not for every application, or to replace every use case of State Machines, but a Behavour Tree comes into it own programming large, scalable, easy to follow, decision logic where a State Machine can get very hard to follow and understand.

 

Behaviour Tree's were originally developed by the computer game developers Epic Games to be used in their Unreal Engine to program the AI for the Non Playable Characters (NPC's).
https://docs.unrealengine.com/4.27/en-US/InteractiveExperiences/ArtificialIntelligence/BehaviorTrees...

And other game developers have developed a version of it as well
https://www.gamedeveloper.com/programming/behavior-trees-for-ai-how-they-work

 

It has since found a use in Robotics and Drone control
https://robohub.org/introduction-to-behavior-trees/

 

And some research paper also discuss its use
https://www.sciencedirect.com/science/article/pii/S0921889022000513
https://www.youtube.com/watch?v=DCZJUvTQV5Q

 

The advantages of developing a behaviour tree in LabVIEW is the implemented diagram is the same as the behaviour tree's tree diagram (just rotated 90deg) and so it is far easier to follow the logic flow without an editor.

 

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