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fix: typo fix in BT section (ros-navigation#415)
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concepts/index.rst

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@@ -71,7 +71,7 @@ Behavior Trees
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Behavior trees (BT) are becoming increasingly common in complex robotics tasks.
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They are a tree structure of tasks to be completed.
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It creates a more scalable and human-understandable framework for defining multi-step or many state applications.
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This is opposed to a finite state machine (FSM) which may then have dozens or states and hundreds of transitions.
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This is opposed to a finite state machine (FSM) which may have dozens of states and hundreds of transitions.
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An example would be a soccer playing robot.
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Embedding the logic of soccer game play into a FSM would be challenging and error prone with many possible states and rules.
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Additionally, modeling choices like to shoot at the goal from the left, right, or center, is particularly unclear.

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