Posts Tagged ‘real-time cbr’
25
Feb
Posted by cognitivecomputing in Game AI, Learning. Tagged: case-based reasoning, games, real-time cbr, rts games. 1 Comment
Creating AI for complex computer games requires a great deal of technical knowledge as well as engineering effort on the part of game developers. This paper focuses on techniques that enable end-users to create AI for games without requiring technical knowledge by using case-based reasoning techniques. AI creation for computer games typically involves two steps: [...]
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20
Jul
Posted by cognitivecomputing in Game AI. Tagged: case-based reasoning, games, real-time cbr, rts games. Leave a Comment
Computer games are excellent domains for research and evaluation of AI and CBR techniques. The main drawback is the effort needed to connect AI systems to existing games. This paper presents MMPM, a middleware platform that supports easy connection of AI techniques with games. We will describe the MMPM architecture, and compare with related systems [...]
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19
Jul
Posted by cognitivecomputing in Agents, Game AI, Learning, Talks, Web / Web 2.0. Tagged: believable agents, case-based reasoning, games, goal-driven learning, interactive drama, meta-reasoning, problem solving, real-time cbr, rts games, virtual worlds. 1 Comment
(Click image to view the video – it’s near the bottom of the new page.) 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 [...]
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10
Jul
Posted by cognitivecomputing in Agents, Game AI, Learning. Tagged: believable agents, case-based reasoning, games, goal-driven learning, meta-reasoning, real-time cbr, rts games. Leave a Comment
AI agents designed for real-time settings need to adapt themselves to changing circumstances to improve their performance and remedy their faults. Agents typically designed for computer games, however, lack this ability. The lack of adaptivity causes a break in player experience when they repeatedly fail to behave properly in circumstances unforeseen by the game designers. [...]
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28
Sep
Posted by cognitivecomputing in Agents, Game AI, Learning, Talks, Web / Web 2.0. Tagged: believable agents, case-based reasoning, games, interactive drama, meta-reasoning, multistrategy learning, planning, problem solving, real-time cbr, rts games, virtual worlds. 3 Comments
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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9
Sep
Posted by cognitivecomputing in Game AI, Learning. Tagged: believable agents, games, goal-driven learning, meta-reasoning, planning, real-time cbr, virtual worlds. Leave a Comment
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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22
Jul
Posted by cognitivecomputing in Game AI, Learning. Tagged: case-based reasoning, games, meta-reasoning, planning, real-time cbr, rts games. Leave a Comment
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 real-time [...]
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12
Jul
Posted by cognitivecomputing in Game AI, Learning. Tagged: case-based reasoning, games, planning, real-time cbr, rts games. 2 Comments
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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20
Jan
Posted by cognitivecomputing in Game AI, Learning. Tagged: case-based reasoning, games, planning, real-time cbr, rts games. 3 Comments
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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2
Sep
Posted by cognitivecomputing in Game AI. Tagged: case-based reasoning, games, planning, real-time cbr, rts games. Leave a Comment
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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