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Behavior trees for UAV mission management

dc.contributor.authorKlöckner, Andreas
dc.contributor.editorHorbach, Matthias
dc.date.accessioned2019-03-07T09:33:17Z
dc.date.available2019-03-07T09:33:17Z
dc.date.issued2013
dc.description.abstractBehavior trees are a recent development in artificial intelligence for computer games. Their application has been proposed to increase modularity of an unmanned aerial vehicle's control system. This paper first describes advantages of behavior trees for use in mission management. The paper then points out research towards their deployment. Finally, newly developed transient tasks are introduced to behavior trees. These allow for finite-state-machine-like initialization and interruption of tasks. The use of the system is demonstrated with an unmanned aircraft mission simulation.en
dc.identifier.isbn978-3-88579-614-5
dc.identifier.pissn1617-5468
dc.identifier.urihttps://dl.gi.de/handle/20.500.12116/20774
dc.language.isoen
dc.publisherGesellschaft für Informatik e.V.
dc.relation.ispartofINFORMATIK 2013 – Informatik angepasst an Mensch, Organisation und Umwelt
dc.relation.ispartofseriesLecture Notes in Informatics (LNI) - Proceedings, Volume P-220
dc.titleBehavior trees for UAV mission managementen
dc.typeText/Conference Paper
gi.citation.endPage68
gi.citation.publisherPlaceBonn
gi.citation.startPage57
gi.conference.date16.-20. September 2013
gi.conference.locationKoblenz
gi.conference.sessiontitleRegular Research Papers

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