「AI」の版間の差分

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(ページの作成:「* [https://ieeexplore.ieee.org/document/9613583 Automatic generation of behavior trees for the execution of robotic manipulation tasks] * [https://arxiv.org/pdf/2302.12927 Robot Behavior-Tree-Based Task Generation with Large Language Models] * [https://dl.acm.org/doi/10.1145/3610978.3640673 Learning Action Conditions for Automatic Behavior Tree Generation from Human Demonstrations] * [https://github.com/AIRLab-POLIMI/BTGenBot BTGenBot]」)
 
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3行目: 3行目:
* [https://dl.acm.org/doi/10.1145/3610978.3640673 Learning Action Conditions for Automatic Behavior Tree Generation from Human Demonstrations]
* [https://dl.acm.org/doi/10.1145/3610978.3640673 Learning Action Conditions for Automatic Behavior Tree Generation from Human Demonstrations]
* [https://github.com/AIRLab-POLIMI/BTGenBot BTGenBot]
* [https://github.com/AIRLab-POLIMI/BTGenBot BTGenBot]
* [https://www.docomo.ne.jp/english/info/media_center/pr/2024/0116_01.html DOCOMO Develops World's First Technology Utilizing Generative AI to Automatically Generate Non-Player Characters in Metaverse]
* [https://www.sciencedirect.com/science/article/pii/S0921889022000513?ref=pdf_download&fr=RR-2&rr=89dedcc9be0fe3ab A survey of Behavior Trees in robotics and AI]
* [https://historia.co.jp/archives/29055/ [UE5] ビヘイビアツリー(Behavior Tree)の使い方 入門編]
* [https://grail.com.pl/ Grail]
* [http://reports-archive.adm.cs.cmu.edu/anon/2017/abstracts/17-130.html Learning Player Behavior Models to Enable Cooperative Planning for Non-Player Character Stephen Chen]
* [https://repository.upenn.edu/entities/publication/4abf0e03-ed36-45de-9f40-5f7b2b673c24 Planning For Non-Player Characters By Learning From Demonstration Drake, John]

2024年7月10日 (水) 16:00時点における最新版