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
Link To Document