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The procedural planning system used in the agent architecture of games

Published: 03 November 2008 Publication History

Abstract

We discuss a procedural planning approach that automatically and dynamically generates plans for game agents in real-time. This approach is applied to the design of an agent architecture in our current research project, Gameme, a game design application. This planning depends on offline goal design, the structure of the agent architecture, and real-time planning mechanisms. The Procedural Planning System (PPS) is capable of improving agents' control for real-time goal processing in games.

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J. J. Bryson. Intelligence by Design: Principles pf Modularity and Coordination for Engineering Complex Adaptive Agents. PhD thesis, Massachusetts Institutue of Technology, 2001.
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A. Nareyek. Artificial Intelligence in Computer Games. Game Development, 1(10), February 2004.
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N. Nilsson. Teleo-reactive programs and the triple-tower architecture. Electronics Transactions in Artificial Intelligence, pages 99--110, 2001.
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J. Orkin. Agent architecture considerations for real-time planning in games. Artificial Intelligence and Interactive Digital Entertainment (AIIDE), 2005.
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Y. She and P. Grogono. Goal oriented behavior trees: A new strategy for controlling agents in games. GameOn NA, August 2008.
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Cited By

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  • (2009)A Procedural Planning System for Goal Oriented Agents in GamesProceedings of the 22nd Canadian Conference on Artificial Intelligence: Advances in Artificial Intelligence10.1007/978-3-642-01818-3_34(245-248)Online publication date: 15-May-2009

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cover image ACM Other conferences
Future Play '08: Proceedings of the 2008 Conference on Future Play: Research, Play, Share
November 2008
297 pages
ISBN:9781605582184
DOI:10.1145/1496984
Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

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Association for Computing Machinery

New York, NY, United States

Publication History

Published: 03 November 2008

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Author Tags

  1. agent
  2. agent architecture
  3. game
  4. goal oriented design
  5. planning
  6. procedural planning system

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  • Extended-abstract

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FuturePlay08
FuturePlay08: FuturePlay 2008 Academic Games Conference
November 3 - 5, 2008
Ontario, Toronto, Canada

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  • (2009)A Procedural Planning System for Goal Oriented Agents in GamesProceedings of the 22nd Canadian Conference on Artificial Intelligence: Advances in Artificial Intelligence10.1007/978-3-642-01818-3_34(245-248)Online publication date: 15-May-2009

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