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A Research of HTN-based Anytime Planning Algorithm on FPS Games

机译:基于HTN基于时间计划算法的FPS游戏研究

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With the development of game industry, the requirements of game AI are also increasing. Recently a planning formalism called HTN (Hierarchical Task Network) was used to design AI behaviors. In this paper we describe how to implement an anytime planner based on HTN to handle a dynamic environment, which is the key feature of computer game worlds. This planner allows agent to interrupt its sequence of actions at anytime based on the changes of environment meanwhile return a valid replacement plan. We use Unreal Tournament 2004 which is a famous first-person shooter game as the platform and test our anytime planner.
机译:随着游戏行业的发展,游戏AI的要求也在增加。最近,一个被称为HTN(分层任务网络)的规划形式主义用于设计AI行为。在本文中,我们介绍了如何基于HTN实现任何时间计划员以处理动态环境,这是计算机游戏世界的关键特征。此策划器允许代理基于环境的变化在随时返回有效替换计划的情况下随时中断其动作序列。我们使用2004年的虚幻竞技表演,这是一个着名的第一人称射击游戏作为平台,并测试我们的任何时间计划。

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