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ICCBR
2007
Springer

Case-Based Planning and Execution for Real-Time Strategy Games

14 years 4 months ago
Case-Based Planning and Execution for Real-Time Strategy Games
Abstract. Artificial Intelligence techniques have been successfully applied to several computer games. However in some kinds of computer games, like real-time strategy (RTS) games, traditional artificial intelligence techniques fail to play at a human level because of the vast search spaces that they entail. In this paper we present a real-time case based planning and execution approach designed to deal with RTS games. We propose to extract behavioral knowledge from expert demonstrations in form of individual cases. This knowledge can be reused via a case based behavior generator that proposes behaviors to achieve the specific open goals in the current plan. Specifically, we applied our technique to the WARGUS domain with promising results.
Santiago Ontañón, Kinshuk Mishra, Ne
Added 08 Jun 2010
Updated 08 Jun 2010
Type Conference
Year 2007
Where ICCBR
Authors Santiago Ontañón, Kinshuk Mishra, Neha Sugandh, Ashwin Ram
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