• 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