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#Actualmklingen

Posted 01 September 2013 - 07:59 PM

In AI, it seems very common to want to make some kind of "Behavior Architecture" for ordering and building different ways that agents can interface with the world. I see a lot of state machines, Behavior Trees, HSFMs,  etc. I've implemented these for many different projects (and for my research in robotics as well), but recently I'm starting to doubt their usefulness. 

 

What benefit do I get out of using such an architecture over just coding the entirety of the behavior using modular, native functions and built in control structures (or, if we're concerned about compilation or runtime modification, with simple scripts in a scripting language?) Am I missing something conceptually here?

 

EDIT:

And by the way, what I mean by this is literally interpreting the concept of a behavior architecture as a series of explicit "State" or "Behavior" nodes that interact with each other dynamically as opposed to just straight code calling and evaluating functions in any way the programmer desires. I've been on so, so many projects where development starts with "class Behavior ..." or "class State ..." and then proceeds to link them up in data files dynamically or (much worse) using C macros.


#1mklingen

Posted 01 September 2013 - 07:55 PM

In AI, it seems very common to want to make some kind of "Behavior Architecture" for ordering and building different ways that agents can interface with the world. I see a lot of state machines, Behavior Trees, HSFMs,  etc. I've implemented these for many different projects (and for my research in robotics as well), but recently I'm starting to doubt their usefulness. 

 

What benefit do I get out of using such an architecture over just coding the entirety of the behavior using modular, native functions and built in control structures (or, if we're concerned about compilation or runtime modification, with simple scripts in a scripting language?) Am I missing something conceptually here?


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