Case-based planning and execution for real-time strategy games

被引:0
|
作者
Ontanon, Santiago [1 ]
Mishra, Kinshuk [1 ]
Sugandh, Neha [1 ]
Ram, Ashwin [1 ]
机构
[1] Georgia Inst Technol, CCL, Cognit Comp Lab, Atlanta, GA 30332 USA
关键词
D O I
暂无
中图分类号
TP18 [人工智能理论];
学科分类号
081104 ; 0812 ; 0835 ; 1405 ;
摘要
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 approach designed to deal with RTS games. We propose to extract behavioral knowledge from expert demonstrations in form of individual cases. This knowledge can be reused via a case based behavior generator that proposes behaviors to achieve the specific open goals in the current plan. Specifically, we applied our technique to the WARGUS domain with promising results.
引用
收藏
页码:164 / +
页数:2
相关论文
共 50 条
  • [21] Dynamic Formations in Real-Time Strategy Games
    van der Heijden, Marcel
    Bakkes, Sander
    Spronck, Pieter
    2008 IEEE SYMPOSIUM ON COMPUTATIONAL INTELLIGENCE AND GAMES, 2008, : 47 - 54
  • [22] Guest Editorial Real-Time Strategy Games
    Buro, Michael
    Ontanon, Santiago
    Preuss, Mike
    IEEE TRANSACTIONS ON COMPUTATIONAL INTELLIGENCE AND AI IN GAMES, 2016, 8 (04) : 317 - 318
  • [23] An abstract model for real-time strategy games
    Keaveney, David
    O'Riordan, Colm
    PROCEEDINGS OF CGAMES'2007: 11TH INTERNATIONAL CONFERENCE ON COMPUTER GAMES: AI, ANIMATION, MOBILE, EDUCATIONAL AND SERIOUS GAMES, 2007, 2007, : 61 - 65
  • [24] PATH CACHING IN REAL-TIME STRATEGY GAMES
    Saenen, Ignace Pieter
    Khalil, Jonas El Sayeh
    Lambert, Peter
    Van de Walle, Rik
    PROCEEDINGS OF THE INTERNATIONAL CONFERENCES ON INTERFACES AND HUMAN COMPUTER INTERACTION 2015, GAME AND ENTERTAINMENT TECHNOLOGIES 2015 AND COMPUTER GRAPHICS, VISUALIZATION, COMPUTER VISION AND IMAGE PROCESSING 2015, 2015, : 147 - 154
  • [25] Evolving Coordination for Real-Time Strategy Games
    Keaveney, David
    O'Riordan, Colm
    IEEE TRANSACTIONS ON COMPUTATIONAL INTELLIGENCE AND AI IN GAMES, 2011, 3 (02) : 155 - 167
  • [26] Case-based reasoning for real-time traffic flow management
    Sadek, Adel W.
    Demetsky, Michael J.
    Smith, Brian L.
    Computer-Aided Civil and Infrastructure Engineering, 1999, 14 (05) : 347 - 356
  • [27] Real-Time Case-Based Reasoning for Interactive Digital Entertainment
    Ram, Ashwin
    CASE-BASED REASONING RESEARCH AND DEVELOPMENT, 18TH INTERNATIONAL CONFERENCE ON CASE-BASED REASONING, ICCBR 2010, 2010, 6176 : 20 - 20
  • [28] Flexible Behavior for Worker Units in Real-Time Strategy Games Using STRIPS Planning
    Vlachopoulos, Ioannis
    Vassos, Stavros
    Koubarakis, Manolis
    ARTIFICIAL INTELLIGENCE: METHODS AND APPLICATIONS, 2014, 8445 : 555 - 568
  • [29] Pattern Formation Based on Potential Field in Real-Time Strategy Games
    Chen, Cheng-Yu
    Liao, Xin-Lan
    Liao, Chien-Chih
    Ting, Chuan-Kang
    2012 CONFERENCE ON TECHNOLOGIES AND APPLICATIONS OF ARTIFICIAL INTELLIGENCE (TAAI), 2012, : 332 - 337
  • [30] Fuzzy-Based Decision Strategy in Real-Time Strategic Games
    Volna, Eva
    PROCEEDINGS OF THE INTERNATIONAL CONFERENCE OF COMPUTATIONAL METHODS IN SCIENCES AND ENGINEERING 2017 (ICCMSE-2017), 2017, 1906