Search Results for author: Petter Ögren

Found 15 papers, 3 papers with code

BVR Gym: A Reinforcement Learning Environment for Beyond-Visual-Range Air Combat

1 code implementation26 Mar 2024 Edvards Scukins, Markus Klein, Lars Kroon, Petter Ögren

Some existing environments provide high-fidelity simulations but are either not open source or are not adapted to the BVR air combat domain.

Deep Learning Based Situation Awareness for Multiple Missiles Evasion

no code implementations7 Feb 2024 Edvards Scukins, Markus Klein, Lars Kroon, Petter Ögren

As the effective range of air-to-air missiles increases, it becomes harder for human operators to maintain the situational awareness needed to keep a UAV safe.

An Extended Convergence Result for Behaviour Tree Controllers

no code implementations17 Aug 2023 Christopher Iliffe Sprague, Petter Ögren

Behavior trees (BTs) are an optimally modular framework to assemble hierarchical hybrid control policies from a set of low-level control policies using a tree structure.

Behavior Trees in Robot Control Systems

no code implementations24 Mar 2022 Petter Ögren, Christopher I. Sprague

In this paper we will give a control theoretic perspective on the research area of behavior trees in robotics.

Improving the Performance of Backward Chained Behavior Trees that use Reinforcement Learning

1 code implementation27 Dec 2021 Mart Kartašev, Justin Saler, Petter Ögren

The key idea of this letter is to improve performance of backward chained BTs by using the conditions identified in a theoretical convergence proof to setup the RL problems for individual controllers.

reinforcement-learning Reinforcement Learning (RL)

Continuous-Time Behavior Trees as Discontinuous Dynamical Systems

no code implementations3 Sep 2021 Christopher Iliffe Sprague, Petter Ögren

In this letter, we provide the first continuous-time formulation of behavior trees, show that they can be seen as discontinuous dynamical systems (a subclass of hybrid dynamical systems), which enables the application of existence and uniqueness results to behavior trees, and finally, provide sufficient conditions under which such systems will converge to a desired region of the state space for general designs.

A Survey of Behavior Trees in Robotics and AI

no code implementations12 May 2020 Matteo Iovino, Edvards Scukins, Jonathan Styrud, Petter Ögren, Christian Smith

Behavior Trees (BTs) were invented as a tool to enable modular AI in computer games, but have received an increasing amount of attention in the robotics community in the last decade.

Learning Dynamic-Objective Policies from a Class of Optimal Trajectories

no code implementations27 Feb 2019 Christopher Iliffe Sprague, Dario Izzo, Petter Ögren

In this paper, we present a novel and straightforward approach to synthesising these policies through a combination of trajectory optimisation, homotopy continuation, and imitation learning.

Imitation Learning

Improving the Modularity of AUV Control Systems using Behaviour Trees

no code implementations1 Nov 2018 Christopher Iliffe Sprague, Özer Özkahraman, Andrea Munafo, Rachel Marlow, Alexander Phillips, Petter Ögren

In this paper, we show how behaviour trees (BTs) can be used to design modular, versatile, and robust control architectures for mission-critical systems.

Adding Neural Network Controllers to Behavior Trees without Destroying Performance Guarantees

no code implementations26 Sep 2018 Christopher Iliffe Sprague, Petter Ögren

In this paper, we show how Behavior Trees that have performance guarantees, in terms of safety and goal convergence, can be extended with components that were designed using machine learning, without destroying those performance guarantees.

BIG-bench Machine Learning

Underwater Caging and Capture for Autonomous Underwater Vehicles

no code implementations26 Sep 2018 Özer Özkahraman, Petter Ögren

After the initial cage is established, the system waits for a second sighting, and the possible opportunity to create a smaller, shrinkable cage.

Behavior Trees in Robotics and AI: An Introduction

4 code implementations31 Aug 2017 Michele Colledanchise, Petter Ögren

A Behavior Tree (BT) is a way to structure the switching between different tasks in an autonomous agent, such as a robot or a virtual entity in a computer game.

Towards Blended Reactive Planning and Acting using Behavior Trees

no code implementations1 Nov 2016 Michele Colledanchise, Diogo Almeida, Petter Ögren

In this paper, we show how a planning algorithm can be used to automatically create and update a Behavior Tree (BT), controlling a robot in a dynamic environment.

Learning of Behavior Trees for Autonomous Agents

no code implementations22 Apr 2015 Michele Colledanchise, Ramviyas Parasuraman, Petter Ögren

Definition of an accurate system model for Automated Planner (AP) is often impractical, especially for real-world problems.

valid

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