Matteo Iovino

dblp:264/9839 · DBLP profile ↗
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6ranked-venue papers
3as first author
6since 2021 · last 2025
0000-0002-6119-6399ORCID · corroborated

Domains — the database's venue-derived domains; a paper can count in several

Artificial intelligence and machine learning · 5 · 2 first-author · 5 since 2021Systems, architecture and hardware · 4 · 2 first-author · 4 since 2021Applied, interdisciplinary, general and emerging computing · 2 · 1 first-author · 2 since 2021Human-computer interaction and ubiquitous computing · 1 · 1 since 2021
YearPublicationVenuePosition
2025 Automatic Behavior Tree Expansion with LLMs for Robotic Manipulation
abstract
Robotic systems for manipulation tasks are increasingly expected to be easy to configure for new tasks or unpredictable environments, while keeping a transparent policy that is readable and verifiable by humans. We propose the method BEhavior TRee eXPansion with Large Language Models (BETR-XP-LLM) to dynamically and automatically expand and configure Behavior Trees as policies for robot control. The method utilizes an LLM to resolve errors outside the task planner's capabilities, both during planning and execution. We show that the method is able to solve a variety of tasks and failures and permanently update the policy to handle similar problems in the future.
Jonathan Styrud, Matteo Iovino, Mikael Norrlöf, Mårten Björkman, Christian Smith
ICRA2
2025 Comparison Between Behavior Trees and Finite State Machines
abstract
Behavior Trees (BTs) were first conceived in the computer games industry as a tool to model agent behavior, but they received interest also in the robotics community as an alternative policy design to Finite State Machines (FSMs). The advantages of BTs over FSMs had been highlighted in many works, but there is no thorough practical comparison of the two designs. Such a comparison is particularly relevant in the robotic industry, where FSMs have been the state-of-the-art policy representation for robot control for many years. In this work we shed light on this matter by comparing how BTs and FSMs behave when controlling a robot in a mobile manipulation task. The comparison is made in terms of reactivity, modularity, readability, and design. We propose metrics for each of these properties, being aware that while some are tangible and objective, others are more subjective and implementation dependent. The practical comparison is performed in a simulation environment with validation on a real robot. We find that although the robot’s behavior during task solving is independent on the policy representation, maintaining a BT rather than an FSM becomes easier as the task increases in complexity.
Matteo Iovino, Julian Förster, Pietro Falco, Jen Jen Chung, Roland Siegwart, Christian Smith
IEEE Trans Autom. Sci. Eng.1
2023 On the programming effort required to generate Behavior Trees and Finite State Machines for robotic applications
abstract
In this paper we provide a practical demonstration of how the modularity in a Behavior Tree (BT) decreases the effort in programming a robot task when compared to a Finite State Machine (FSM). In recent years the way to represent a task plan to control an autonomous agent has been shifting from the standard FSM towards BTs. Many works in the literature have highlighted and proven the benefits of such design compared to standard approaches, especially in terms of modularity, reactivity and human readability. However, these works have often failed in providing a tangible comparison in the implementation of those policies and the programming effort required to modify them. This is a relevant aspect in many robotic applications, where the design choice is dictated both by the robustness of the policy and by the time required to program it. In this work, we compare backward chained BTs with a fault-tolerant design of FSMs by evaluating the cost to modify them. We validate the analysis with a set of experiments in a simulation environment where a mobile manipulator solves an item fetching task.
Matteo Iovino, Julian Förster, Pietro Falco, Jen Jen Chung, Roland Siegwart, Christian Smith
ICRA1
2022 Combining Planning and Learning of Behavior Trees for Robotic Assembly
abstract
Industrial robots can solve tasks in controlled environments, but modern applications require robots able to operate also in unpredictable surroundings. An increasingly popular reactive policy architecture in robotics is Behavior Trees (BTs) but as other architectures, programming time drives cost and limits flexibility. The two main branches of algorithms to generate policies automatically, automated planning and machine learning, both have their own drawbacks and have not previously been combined for generation of BTs. We propose a method for creating BTs by combining these branches, inserting the result of an automated planner into the population of a Genetic Programming algorithm. Experiments confirm that the proposed method performs well on a variety of robotic assembly problems and outperforms the base methods used separately. We also show that this high level learning of Behavior Trees can be transferred to a real system without further training.
Jonathan Styrud, Matteo Iovino, Mikael Norrlöf, Mårten Björkman, Christian Smith
ICRA2
2022 Combining Context Awareness and Planning to Learn Behavior Trees from Demonstration
abstract
Fast changing tasks in unpredictable, collaborative environments are typical for medium-small companies, where robotised applications are increasing. Thus, robot programs should be generated in short time with small effort, and the robot able to react dynamically to the environment. To address this we propose a method that combines context awareness and planning to learn Behavior Trees (BTs), a reactive policy representation that is becoming more popular in robotics and has been used successfully in many collaborative scenarios. Context awareness allows for inferring from the demonstration the frames in which actions are executed and to capture relevant aspects of the task, while a planner is used to automatically generate the BT from the sequence of actions from the demonstration. The learned BT is shown to solve non-trivial manipulation tasks where learning the context is fundamental to achieve the goal. Moreover, we collected non-expert demonstrations to study the performances of the algorithm in industrial scenarios.
Oscar Gustavsson, Matteo Iovino, Jonathan Styrud, Christian Smith
RO-MAN2
2021 Learning Behavior Trees with Genetic Programming in Unpredictable Environments
abstract
Modern industrial applications require robots to operate in unpredictable environments, and programs to be created with a minimal effort, to accommodate frequent changes to the task. Here, we show that genetic programming can be effectively used to learn the structure of a behavior tree (BT) to solve a robotic task in an unpredictable environment. We propose to use a simple simulator for learning, and demonstrate that the learned BTs can solve the same task in a realistic simulator, converging without the need for task specific heuristics, making our method appealing for real robotic applications.
Matteo Iovino, Jonathan Styrud, Pietro Falco, Christian Smith
ICRA1