DocumentCode
3546953
Title
LGOAP: Adaptive layered planning for real-time videogames
Author
Maggiore, Giuseppe ; Santos, Cristina ; Dini, Daniele ; Peters, F. ; Bouwknegt, Hans ; Spronck, Pieter
Author_Institution
NHTV Univ. of Appl. Sci., Breda, Netherlands
fYear
2013
fDate
11-13 Aug. 2013
Firstpage
1
Lastpage
8
Abstract
One of the main aims of game AI research is the building of challenging and believable artificial opponents that act as if capable of strategic thinking. In this paper we describe a novel mechanism that successfully endows NPCs in real-time games with strategic planning capabilities. Our approach creates adaptive behaviours that take into account long-term and short term consequences. Our approach is unique in that: (i) it is sufficiently fast to be used for hundreds of agents in real time; (ii) it is flexible in that it requires no previous knowledge of the playing field; and (iii) it allows customization of the agents in order to generate differentiated behaviours that derive from virtual personalities.
Keywords
computer games; planning (artificial intelligence); LGOAP; NPC; adaptive behaviours; adaptive layered planning; artificial opponents; game AI research; long-term consequences; playing field; real-time videogames; short term consequences; strategic planning capabilities; strategic thinking; virtual personalities; Artificial intelligence; Cities and towns; Complexity theory; Games; Logic programming; Planning; Real-time systems; Games AI; planning;
fLanguage
English
Publisher
ieee
Conference_Titel
Computational Intelligence in Games (CIG), 2013 IEEE Conference on
Conference_Location
Niagara Falls, ON
ISSN
2325-4270
Print_ISBN
978-1-4673-5308-3
Type
conf
DOI
10.1109/CIG.2013.6633624
Filename
6633624
Link To Document