TY - GEN
T1 - Offline planning with hierarchical task networks in video games
AU - Kelly, John Paul
AU - Botea, Adi
AU - Koenig, Sven
PY - 2008
Y1 - 2008
N2 - Artificial intelligence (AI) technology can have a dramatic impact on the quality of video games. AI planning techniques are useful in a wide range of game components, including modules that control the behavior of fully autonomous units. However, planning is computationally expensive, and the CPU and memory resources available to game AI modules at runtime are scarce. Offline planning can be a good strategy to avoid runtime performance bottlenecks. In this work, we apply hierarchical task network (HTN) planning to video games. We describe a system that computes plans offline and then represents them as game scripts. This can be seen as a form of generating game scripts automatically, replacing the traditional approach of composing them by hand. We apply our ideas to the commercial game THE ELDER SCROLLS IV: OBLIVION, with encouraging results. Our system generates scripts automatically at a level of complexity that would require a great human effort to achieve.
AB - Artificial intelligence (AI) technology can have a dramatic impact on the quality of video games. AI planning techniques are useful in a wide range of game components, including modules that control the behavior of fully autonomous units. However, planning is computationally expensive, and the CPU and memory resources available to game AI modules at runtime are scarce. Offline planning can be a good strategy to avoid runtime performance bottlenecks. In this work, we apply hierarchical task network (HTN) planning to video games. We describe a system that computes plans offline and then represents them as game scripts. This can be seen as a form of generating game scripts automatically, replacing the traditional approach of composing them by hand. We apply our ideas to the commercial game THE ELDER SCROLLS IV: OBLIVION, with encouraging results. Our system generates scripts automatically at a level of complexity that would require a great human effort to achieve.
UR - http://www.scopus.com/inward/record.url?scp=84863195886&partnerID=8YFLogxK
M3 - Conference contribution
SN - 9781577353911
T3 - Proceedings of the 4th Artificial Intelligence and Interactive Digital Entertainment Conference, AIIDE 2008
SP - 60
EP - 65
BT - Proceedings of the 4th Artificial Intelligence and Interactive Digital Entertainment Conference, AIIDE 2008
T2 - 4th Artificial Intelligence and Interactive Digital Entertainment Conference,AIIDE 2008
Y2 - 22 October 2008 through 24 October 2008
ER -