Planning applied to computer games: an implementation based on Hierarchical Task Networks
Abstract
In this work we investigate how planners are used nowadays in computer games. We analyse planners based on hierarquical tasks networks and show a new implementation which is adequate for this kind of aplication.References
Bacchus, F. and Kabanza, F. (2000). Using Temporal Logics to Express Search Control Knowledge for Planning. Artificial Intelligence, 116(1-2):123–191.
Buckland, M. (2005). Programming Game AI by Example. Wordware Publishing Inc, 1a edition.
Christian, M. (2002). A Simple Inference Engine for a Rule-Based Architecture. AI Game Programming Wisdom, pages 305–320.
de Bly, P. B. (2004). Programming Believable Characters for Computer Games. Charles River Media, 1a edition.
Fikes, R. E. and Nilsson, N. J. (1971). STRIPS: A New Approach to the Application of Theorem Proving to Problem Solving. Artificial Intelligence 2, pages 189–208.
Hawes, N. (2003). Anytime Deliberation for Computer Games Agents. PhD thesis, The University of Birminghan.
Ilghami, O. (2005). Documentation for JSHOP2. Technical report, University of Maryland. CS-TR-4694.
LaMothe, A. (1999). Things of Windows Game Programming Gurus. Sams, 1a edition.
Long, D. and Fox, M. (2003). The 3rd International Planning Competition: Results and Analysis. Journal of Artificial Intelligence Research 20. 3rd International Planning Competition.
McCuskey, M. (2000). Fuzzy Logic and Video Games. Game Programming Gems, pages 319–329.
Nau, D. S., AU, T. C., Ilghami, O., Kuter, U., Murdock, W., Wu, D., and Yaman, F. (2001). Total-Order Planning with Partially Ordered Subtasks. In IJCAI-2001, pages 968–973.
Nau, D. S., Muñoz-Avila, H., and Lotem, A. (1999). SHOP: Simple Hierarchical Ordered Planner. In IJCAI-99, pages 968–973.
Pedersen, R. E. (2003). Game Design Foundations. Wordware Publishing, 1a edition.
Porto, S. A. (2006). Planejamento em redes de tarefas hierárquicas com aplicação em jogos. Master’s thesis, Universidade Federal do Paraná.
Russell, S. and Norvig, P. (2003). Artificial Intelligence: A Modern Approach. Prentice-Hall, Englewood Cliffs, NJ, 2a edition.
Smith, S., Nau, D., and Throop, T. (1998). Computer Bridge: A Big Win for AI Planning. AI Magazine, 19(2):93–106.
Buckland, M. (2005). Programming Game AI by Example. Wordware Publishing Inc, 1a edition.
Christian, M. (2002). A Simple Inference Engine for a Rule-Based Architecture. AI Game Programming Wisdom, pages 305–320.
de Bly, P. B. (2004). Programming Believable Characters for Computer Games. Charles River Media, 1a edition.
Fikes, R. E. and Nilsson, N. J. (1971). STRIPS: A New Approach to the Application of Theorem Proving to Problem Solving. Artificial Intelligence 2, pages 189–208.
Hawes, N. (2003). Anytime Deliberation for Computer Games Agents. PhD thesis, The University of Birminghan.
Ilghami, O. (2005). Documentation for JSHOP2. Technical report, University of Maryland. CS-TR-4694.
LaMothe, A. (1999). Things of Windows Game Programming Gurus. Sams, 1a edition.
Long, D. and Fox, M. (2003). The 3rd International Planning Competition: Results and Analysis. Journal of Artificial Intelligence Research 20. 3rd International Planning Competition.
McCuskey, M. (2000). Fuzzy Logic and Video Games. Game Programming Gems, pages 319–329.
Nau, D. S., AU, T. C., Ilghami, O., Kuter, U., Murdock, W., Wu, D., and Yaman, F. (2001). Total-Order Planning with Partially Ordered Subtasks. In IJCAI-2001, pages 968–973.
Nau, D. S., Muñoz-Avila, H., and Lotem, A. (1999). SHOP: Simple Hierarchical Ordered Planner. In IJCAI-99, pages 968–973.
Pedersen, R. E. (2003). Game Design Foundations. Wordware Publishing, 1a edition.
Porto, S. A. (2006). Planejamento em redes de tarefas hierárquicas com aplicação em jogos. Master’s thesis, Universidade Federal do Paraná.
Russell, S. and Norvig, P. (2003). Artificial Intelligence: A Modern Approach. Prentice-Hall, Englewood Cliffs, NJ, 2a edition.
Smith, S., Nau, D., and Throop, T. (1998). Computer Bridge: A Big Win for AI Planning. AI Magazine, 19(2):93–106.
Published
2007-06-30
How to Cite
CASTILHO, Marcos A.; KÜNZLE, Luis Allan; PORTO, Silvio A.; SILVA, Fabiano.
Planning applied to computer games: an implementation based on Hierarchical Task Networks. In: NATIONAL MEETING ON ARTIFICIAL AND COMPUTATIONAL INTELLIGENCE (ENIAC), 6. , 2007, Rio de Janeiro/RJ.
Anais [...].
Porto Alegre: Sociedade Brasileira de Computação,
2007
.
p. 1162-1171.
ISSN 2763-9061.
