Posts Tagged ‘real-time cbr’

Case-Based Reasoning and User-Generated AI for Real-Time Strategy Games

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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MMPM: A Generic Platform for Case-Based Planning Research

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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Real-Time Case-Based Reasoning for Interactive Digital Entertainment

(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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Meta-Level Behavior Adaptation in Real-Time Strategy Games

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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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 real-time [...]

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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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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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