Behaviours
Programs that never stop: the look-decide-act loop, states, timers, priorities, and turning it all into a brain for the arena.
Start in the simulator- 5.1 The loop Look, decide, act, wait, repeat. One action per tick. Counting ticks.
- 5.2 States A plan as a state variable, transitions, drawing the machine.
- 5.3 Timers Two things at once, remembered ticks, timeouts.
- 5.4 Priorities Avoid beats seek: behaviours that take over and run to completion.
- 5.5 Brains From a loop to think(me) and me.memory, with a practice arena.
- 5.6 Project: rescue Search, approach, return: camera, servoing and states in one machine.