• DocumentCode
    3190570
  • Title

    Planning for resource production in real-time strategy games based on partial order planning, search and learning

  • Author

    Branquinho, Augusto A B ; Lopes, Carlos R.

  • Author_Institution
    Fac. of Comput., Fed. Univ. of Uberlandia, Uberlandia, Brazil
  • fYear
    2010
  • fDate
    10-13 Oct. 2010
  • Firstpage
    4205
  • Lastpage
    4211
  • Abstract
    Generally, a real-time strategy game is characterized by two stages. Initially, it is necessary to collect and produce resources. The next step is related to battles, taking into account the resources that were collected. The resources production stage is a key factor for winning the game. In this study the authors propose a mechanism for producing resources based on planning, supported by artificial intelligence using means-end analysis and scheduling. Emphasis is given to scheduling that uses an algorithm of real-time search and learning. The results show that the proposed system presents a better performance compared to related approaches.
  • Keywords
    computer games; learning (artificial intelligence); scheduling; search problems; artificial intelligence; learning; means-end analysis; partial order planning; real-time search; real-time strategy games; resource production; scheduling; Silicon; Partial Order Planning; Real-Time Strategy Game; Resources; Search and Learn;
  • fLanguage
    English
  • Publisher
    ieee
  • Conference_Titel
    Systems Man and Cybernetics (SMC), 2010 IEEE International Conference on
  • Conference_Location
    Istanbul
  • ISSN
    1062-922X
  • Print_ISBN
    978-1-4244-6586-6
  • Type

    conf

  • DOI
    10.1109/ICSMC.2010.5642498
  • Filename
    5642498