<rss xmlns:atom="http://www.w3.org/2005/Atom" version="2.0"><channel><title>PyTrees - 标签 - 研发日志 · R&amp;D Log</title><link>https://rd163.visword.com/tags/pytrees/</link><description>PyTrees - 标签 - 研发日志 · R&amp;D Log</description><generator>Hugo -- gohugo.io</generator><language>zh-CN</language><managingEditor>whutluohui@gmail.com (小智晖)</managingEditor><webMaster>whutluohui@gmail.com (小智晖)</webMaster><copyright>本作品采用知识共享署名-非商业性使用 4.0 国际许可协议进行许可。</copyright><lastBuildDate>Sun, 14 Sep 2025 00:00:00 +0800</lastBuildDate><atom:link href="https://rd163.visword.com/tags/pytrees/" rel="self" type="application/rss+xml"/><item><title>行为树算法</title><link>https://rd163.visword.com/posts/behavior-tree/</link><pubDate>Sun, 14 Sep 2025 00:00:00 +0800</pubDate><author><name>小智晖</name></author><guid>https://rd163.visword.com/posts/behavior-tree/</guid><description>&lt;p>行为树（Behavior Tree）是一种用于描述 AI 行为的树状数据结构，通过节点之间的层次关系来组织复杂的行为逻辑。它最初在游戏 AI 领域流行，后被广泛应用于机器人决策系统，逐渐成为替代传统有限状态机（FSM）的通用方案。&lt;/p></description></item></channel></rss>