Posts Tagged ‘planning’

User-Generated AI for Interactive Digital Entertainment

User-generated content is everywhere: photos, videos, news, blogs, art, music, and every other type of digital media on the Social Web. Games are no exception. From strategy games to immersive virtual worlds, game players are increasingly engaged in creating and sharing nearly all aspects of the gaming experience: maps, quests, artifacts, avatars, clothing, even games [...]

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Run-Time Behavior Adaptation for Real-Time Interactive Games

Intelligent agents working in real-time domains need to adapt to changing circumstance so that they can improve their performance and avoid their mistakes. AI agents designed for interactive games, however, typically lack this ability. Game agents are traditionally implemented using static, hand-authored behaviors or scripts that are brittle to changing world dynamics and cause a [...]

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Using Meta-Reasoning to Improve the Performance of Case-Based Planning

Case-based planning (CBP) systems are based on the idea of reusing past successful plans for solving new problems. Previous research has shown the ability of meta-reasoning approaches to improve the performance of CBP systems. In this paper we present a new meta-reasoning approach for autonomously improving the performance of CBP systems that operate in [...]

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Learning from Human Demonstrations for Real-Time Case-Based Planning

One of the main bottlenecks in deploying case-based planning systems is authoring the case-base of plans. In this paper we present a collection of algorithms that can be used to automatically learn plans from human demonstrations. Our algorithms are based on the basic idea of a plan dependency graph, which is a graph that captures [...]

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On-Line Case-Based Planning

Some domains, such as real-time strategy (RTS) games, pose several challenges to traditional planning and machine learning techniques. In this paper, we present a novel on-line case-based planning architecture that addresses some of these problems. Our architecture addresses issues of plan acquisition, on-line plan execution, interleaved planning and execution and on-line plan adaptation. We also [...]

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Stochastic Plan Optimization in Real-Time Strategy Games

We present a domain independent off-line adaptation technique called Stochastic Plan Optimization for finding and improving plans in real-time strategy games. Our method is based on ideas from genetic algorithms, but we utilize a different representation for our plans and an alternate initialization procedure for our search process. The key to our technique is the [...]

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Real-Time Plan Adaptation for Case-Based Planning in Real-Time Strategy Games

Case-based planning (CBP) is based on reusing past successful plans for solving new problems. CBP is particularly useful in environments where the large amount of time required to traverse extensive search spaces makes traditional planning techniques unsuitable. In particular, in real-time domains, past plans need to be retrieved and adapted in real time and efficient [...]

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Situation Assessment for Plan Retrieval in Real-Time Strategy Games

Case-Based Planning (CBP) is an effective technique for solving planning problems that has the potential to reduce the computational complexity of the generative planning approaches. However, the success of plan execution using CBP depends highly on the selection of a correct plan; especially when the case-base of plans is extensive.
In this paper we introduce the [...]

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On-Line Case-Based Plan Adaptation for Real-Time Strategy Games

Traditional artificial intelligence techniques do not perform well in applications such as real-time strategy games because of the extensive search spaces which need to be explored. In addition, this exploration must be carried out on-line during performance time; it cannot be precomputed. We have developed on-line case-based planning techniques that are effective in such domains. [...]

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Case-Based Planning and Execution for Real-Time Strategy Games

Artificial Intelligence techniques have been successfully applied to several computer games. However in some kinds of computer games, like real-time strategy (RTS) games, traditional artificial intelligence techniques fail to play at a human level because of the vast search spaces that they entail. In this paper we present a real-time case based planning and execution [...]

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