On the programming effort required to generate Behavior Trees and Finite State Machines for robotic applications

Matteo Iovino,Julian Förster,Pietro Falco,Jen Jen Chung,Roland Siegwart,Christian Smith,Matteo Iovino,Julian Förster,Pietro Falco,Jen Jen Chung,Roland Siegwart,Christian Smith

In this paper we provide a practical demonstration of how the modularity in a Behavior Tree (BT) decreases the effort in programming a robot task when compared to a Finite State Machine (FSM). In recent years the way to represent a task plan to control an autonomous agent has been shifting from the standard FSM towards BTs. Many works in the literature have highlighted and proven the benefits of s...