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arxiv: 2209.07392 · v1 · pith:E73DJ7PDnew · submitted 2022-09-15 · 💻 cs.RO

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

classification 💻 cs.RO
keywords designeffortprogrammingrequiredtaskapplicationsbehaviorcompared
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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 such design compared to standard approaches, especially in terms of modularity, reactivity and human readability. However, these works have often failed in providing a tangible comparison in the implementation of those policies and the programming effort required to modify them. This is a relevant aspect in many robotic applications, where the design choice is dictated both by the robustness of the policy and by the time required to program it. In this work, we compare backward chained BTs with a fault-tolerant design of FSMs by evaluating the cost to modify them. We validate the analysis with a set of experiments in a simulation environment where a mobile manipulator solves an item fetching task.

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Reviewed papers in the Pith corpus that reference this work. Sorted by Pith novelty score.

  1. Coordinating Task Switching in a Robotics Multi-Agent System Using Behavior Trees

    cs.MA 2026-05 unverdicted novelty 3.0

    Behavior Trees improve multi-robot task coordination over FSMs in VSSS soccer, shown via FIRASim simulation and competition evaluation.