Behavior Trees
Overview
Behavior trees (BTs) organize tasks into condition, action, and control-flow nodes that can react to changing conditions, recover from failures, and be inspected by humans. They are used to build modular robot and agent policies, with recent approaches generating trees from language or vision-language models and grounding them in available skills before runtime validation. Other methods synthesize BTs from temporal-logic specifications for formally constrained control, or use tree structure to shape rewards for reinforcement learning; evaluations span robot manipulation and navigation, BEHAVIOR-1K tasks, and planning benchmarks such as TravelPlanner. The central tension is balancing flexibility and adaptation to uncertainty with reliable execution: generated trees still need safety checks, and classical BTs can struggle with learning, runtime restructuring, and limited tooling.
Latest papers
19 papers3 papers in the last four weeks, down 25% on the four weeks before. 0.0% of all new papers.