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Adversarial Hierarchical-Task Network Planning for Complex Real-Time Games

机译:复杂实时游戏的对抗性等级 - 任务网络规划

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Real-time strategy (RTS) games are hard from an AI point of view because they have enormous state spaces, combinatorial branching factors, allow simultaneous and durative actions, and players have very little time to choose actions. For these reasons, standard game tree search methods such as alpha-beta search or Monte Carlo Tree Search (MCTS) are not sufficient by themselves to handle these games. This paper presents an alternative approach called Adversarial Hierarchical Task Network (AHTN) planning that combines ideas from game tree search with HTN planning. We present the basic algorithm, relate it to existing adversarial hierarchical planning methods, and present new extensions for simultaneous and durative actions to handle RTS games. We also present empirical results for the μRTS game, comparing it to other state of the art search algorithms for RTS games.
机译:实时策略(RTS)游戏从AI的角度来看很难,因为它们具有巨大的状态空间,组合分支因子,允许同时和持续的行动,并且玩家的时间很少选择行动。由于这些原因,标准游戏树搜索方法,如alpha-beta搜索或蒙特卡罗树搜索(MCT)的原因是自己来处理这些游戏。本文介绍了一种替代方法,称为对冲分层任务网络(AHTN)规划,将思想与HTN规划相结合。我们介绍了基本算法,将其与现有的对冲分层规划方法相关联,并为处理RTS游戏的同时和持续动作提供新的扩展。我们还为μrts游戏提供了实证结果,将其与其他艺术搜索算法的其他状态进行了RTS游戏。

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