电子游戏的分层任务网络计划重用

Dennis J. N. J. Soemers, M. Winands
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引用次数: 5

摘要

分层任务网络规划是一种自动化规划技术。在其他领域中,它被用于电子游戏的人工智能。生成的计划不能总是完全执行,例如由于不确定性或不完善的信息。在这种情况下,通常需要重新规划。这通常是完全从零开始完成的,或者使用要求以特定格式(通常基于一阶逻辑)定义任务的条件和效果的技术来完成。本文提出了一种利用相似度函数控制搜索树遍历顺序的计划重用方法。它在模拟第一人称射击游戏的SimpleFPS领域中进行了测试,结果表明,当重新规划之前解决的问题的变化时,它能够以较少的平均搜索努力找到(最佳)计划。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Hierarchical Task Network Plan Reuse for video games
Hierarchical Task Network Planning is an Automated Planning technique. It is, among other domains, used in Artificial Intelligence for video games. Generated plans cannot always be fully executed, for example due to nondeterminism or imperfect information. In such cases, it is often desirable to re-plan. This is typically done completely from scratch, or done using techniques that require conditions and effects of tasks to be defined in a specific format (typically based on First-Order Logic). In this paper, an approach for Plan Reuse is proposed that manipulates the order in which the search tree is traversed by using a similarity function. It is tested in the SimpleFPS domain, which simulates a First-Person Shooter game, and shown to be capable of finding (optimal) plans with a decreased amount of search effort on average when re-planning for variations of previously solved problems.
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