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
来源
CASE-BASED REASONING RESEARCH AND DEVELOPMENT, PROCEEDINGS | 2007年 / 4626卷
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
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