Planning for Resource Production in Real-Time Strategy Games Based on Partial Order Planning, Search and Learning

被引:0
|
作者
Branquinho, Augusto A. B. [1 ]
Lopes, Carlos R. [1 ]
机构
[1] Univ Fed Uberlandia, Fac Comp, BR-38400 Uberlandia, MG, Brazil
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
Generally, a real-time strategy game is characterized by two stages. Initially, it is necessary to collect and produce resources. The next step is related to battles, taking into account the resources that were collected. The resources production stage is a key factor for winning the game. In this study the authors propose a mechanism for producing resources based on planning, supported by artificial intelligence using means-end analysis and scheduling. Emphasis is given to scheduling that uses an algorithm of real-time search and learning. The results show that the proposed system presents a better performance compared to related approaches.
引用
收藏
页数:7
相关论文
共 50 条
  • [21] Real-time informed path sampling for motion planning search
    Knepper, Ross A.
    Mason, Matthew T.
    INTERNATIONAL JOURNAL OF ROBOTICS RESEARCH, 2012, 31 (11): : 1231 - 1250
  • [22] Elastic and Real-time Capacity Planning for Web Search Engines
    Gil-Costa, Veronica
    Inostrosa-Psijas, Alonso
    Marin, Mauricio
    2020 28TH EUROMICRO INTERNATIONAL CONFERENCE ON PARALLEL, DISTRIBUTED AND NETWORK-BASED PROCESSING (PDP 2020), 2020, : 331 - 338
  • [23] Real-time heuristic search for motion planning with dynamic obstacles
    Cannon, Jarad
    Rose, Kevin
    Ruml, Wheeler
    AI COMMUNICATIONS, 2014, 27 (04) : 345 - 362
  • [24] A Neural-Evolutionary Model for Case-Based Planning in Real Time Strategy Games
    Niu, Ben
    Wang, Haibo
    Ng, Peter H. F.
    Shiu, Simon C. K.
    NEXT-GENERATION APPLIED INTELLIGENCE, PROCEEDINGS, 2009, 5579 : 291 - 300
  • [25] Informed Monte Carlo Tree Search for Real-Time Strategy Games
    Ontanon, Santiago
    2016 IEEE CONFERENCE ON COMPUTATIONAL INTELLIGENCE AND GAMES (CIG), 2016,
  • [26] EXPERIMENTS WITH ONLINE REINFORCEMENT LEARNING IN REAL-TIME STRATEGY GAMES
    Andersen, Kresten Toftgaard
    Zeng, Yifeng
    Christensen, Dennis Dahl
    Tran, Dung
    APPLIED ARTIFICIAL INTELLIGENCE, 2009, 23 (09) : 855 - 871
  • [27] A Planning Strategy for Near Real-Time Adaptive Proton Therapy
    Jagt, T.
    Breedveld, S.
    Heijmen, B.
    Hoogeman, M.
    RADIOTHERAPY AND ONCOLOGY, 2018, 127 : S47 - S48
  • [28] Introducing Hierarchical Adversarial Search, a Scalable Search Procedure for Real-Time Strategy Games
    Stanescu, Marius
    Barriga, Nicolas A.
    Buro, Michael
    21ST EUROPEAN CONFERENCE ON ARTIFICIAL INTELLIGENCE (ECAI 2014), 2014, 263 : 1099 - 1100
  • [29] Real-Time Path Planning Through Q-learning's Exploration Strategy Adjustment
    Kim, Howon
    Lee, WonChang
    2021 INTERNATIONAL CONFERENCE ON ELECTRONICS, INFORMATION, AND COMMUNICATION (ICEIC), 2021,
  • [30] Order Production Planning Based on Lead Time and Balanced Production
    Chen, Xin-lin
    Wang, Xiang-gang
    2009 IEEE 16TH INTERNATIONAL CONFERENCE ON INDUSTRIAL ENGINEERING AND ENGINEERING MANAGEMENT, VOLS 1 AND 2, PROCEEDINGS, 2009, : 994 - 998