Reactive planning idioms for multi-scale game AI
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Weber, BG; Mawhorter, P; Mateas, M; Jhala, A
Published in: Proceedings of the 2010 IEEE Conference on Computational Intelligence and Games Cig2010
December 1, 2010
Many modern games provide environments in which agents perform decision making at several levels of granularity. In the domain of real-time strategy games, an effective agent must make high-level strategic decisions while simultaneously controlling individual units in battle. We advocate reactive planning as a powerful technique for building multi-scale game AI and demonstrate that it enables the specification of complex, real-time agents in a unified agent architecture. We present several idioms used to enable authoring of an agent that concurrently pursues strategic and tactical goals, and an agent for playing the real-time strategy game StarCraft that uses these design patterns. © 2010 IEEE.
Duke Scholars
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Proceedings of the 2010 IEEE Conference on Computational Intelligence and Games Cig2010
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Publication Date
December 1, 2010
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115 / 122
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Weber, B. G., Mawhorter, P., Mateas, M., & Jhala, A. (2010). Reactive planning idioms for multi-scale game AI. In Proceedings of the 2010 IEEE Conference on Computational Intelligence and Games Cig2010 (pp. 115–122). https://doi.org/10.1109/ITW.2010.5593363
Weber, B. G., P. Mawhorter, M. Mateas, and A. Jhala. “Reactive planning idioms for multi-scale game AI.” In Proceedings of the 2010 IEEE Conference on Computational Intelligence and Games Cig2010, 115–22, 2010. https://doi.org/10.1109/ITW.2010.5593363.
Weber BG, Mawhorter P, Mateas M, Jhala A. Reactive planning idioms for multi-scale game AI. In: Proceedings of the 2010 IEEE Conference on Computational Intelligence and Games Cig2010. 2010. p. 115–22.
Weber, B. G., et al. “Reactive planning idioms for multi-scale game AI.” Proceedings of the 2010 IEEE Conference on Computational Intelligence and Games Cig2010, 2010, pp. 115–22. Scopus, doi:10.1109/ITW.2010.5593363.
Weber BG, Mawhorter P, Mateas M, Jhala A. Reactive planning idioms for multi-scale game AI. Proceedings of the 2010 IEEE Conference on Computational Intelligence and Games Cig2010. 2010. p. 115–122.
Published In
Proceedings of the 2010 IEEE Conference on Computational Intelligence and Games Cig2010
DOI
Publication Date
December 1, 2010
Start / End Page
115 / 122