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Modified Adversarial Hierarchical Task Network Planning in Real-Time Strategy Games

机译:实时策略游戏中改进的对抗式分层任务网络规划

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The application of artificial intelligence (AI) to real-time strategy (RTS) games includes considerable challenges due to the very large state spaces and branching factors, limited decision times, and dynamic adversarial environments involved. To address these challenges, hierarchical task network (HTN) planning has been extended to develop a method denoted as adversarial HTN (AHTN), and this method has achieved favorable performance. However, the HTN description employed cannot express complex relationships among tasks and accommodate the impacts of the environment on tasks. Moreover, AHTN cannot address task failures during plan execution. Therefore, this paper proposes a modified AHTN planning algorithm with failed task repair functionality denoted as AHTN-R. The algorithm extends the HTN description by introducing three additional elements: essential task , phase , and exit condition . If any task fails during plan execution, the AHTN-R algorithm identifies and terminates all affected tasks according to the extended HTN description, and applies a novel task repair strategy based on a prioritized listing of alternative plans to maintain the validity of the previous plan. In the planning process, AHTN-R generates the priorities of alternative plans by sorting all nodes of the game search tree according to their primary features. Finally, empirical results are presented based on a μRTS game, and the performance of AHTN-R is compared to that of AHTN and to the performances of other state-of-the-art search algorithms developed for RTS games.
机译:人工智能(AI)在实时策略(RTS)游戏中的应用由于巨大的状态空间和分支因子,有限的决策时间以及动态的对抗环境而面临着巨大的挑战。为了应对这些挑战,分层任务网络(HTN)规划已得到扩展,以开发一种称为对抗性HTN(AHTN)的方法,并且该方法取得了良好的性能。但是,所采用的HTN描述不能表达任务之间的复杂关系,也不能适应环境对任务的影响。此外,AHTN无法解决计划执行期间的任务失败。因此,本文提出了一种改进的AHTN计划算法,将失败的任务修复功能称为AHTN-R。该算法通过引入三个附加元素扩展了HTN描述:基本任务,阶段和退出条件。如果任何任务在计划执行过程中失败,则AHTN-R算法会根据扩展的HTN描述识别并终止所有受影响的任务,并基于优先选择方案列表来应用新颖的任务修复策略,以保持先前计划的有效性。在规划过程中,AHTN-R通过根据游戏搜索树的所有节点的主要特征对它们进行排序来生成替代计划的优先级。最后,基于μRTS游戏给出了实验结果,并将AHTN-R的性能与AHTN的性能以及为RTS游戏开发的其他最新搜索算法的性能进行了比较。

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