Academic artificial intelligence (AI) techniques have recently started to play a more central role in the development of commercial video games. In particular, classical planning methods for specifying a goal-oriented behavior have proven to be useful to game developers in an increasingly number of cases. Motivated by the fact that there is no clear standard for developing a goal-oriented behavior in video games, we present iThink, a framework that allows the use of academic techniques for classical planning in order to achieve goal-oriented behavior in a real game developing environment. In our work we focus on STRIPS, a well-studied framework for classical planning, and Unity3D, a popular game engine that is becoming an emerging standard for, so-called, “indie” game development. Except for being a useful tool for game developers, we believe that iThink can be used in education, providing a modern and fun environment for learning and experimenting with classical planning.

iThink: A Library for Classical Planning in Video-Games / Vassileios, Anastassiou; Panagiotis, Diamantopoulos; Vassos, Stavros; Koubarakis, Manolis. - 7297:(2012), pp. 106-113. (Intervento presentato al convegno 7th Hellenic Conference on Artificial Intelligence, SETN 2012 tenutosi a Lamia; Greece) [10.1007/978-3-642-30448-4_14].

iThink: A Library for Classical Planning in Video-Games

VASSOS, STAVROS;
2012

Abstract

Academic artificial intelligence (AI) techniques have recently started to play a more central role in the development of commercial video games. In particular, classical planning methods for specifying a goal-oriented behavior have proven to be useful to game developers in an increasingly number of cases. Motivated by the fact that there is no clear standard for developing a goal-oriented behavior in video games, we present iThink, a framework that allows the use of academic techniques for classical planning in order to achieve goal-oriented behavior in a real game developing environment. In our work we focus on STRIPS, a well-studied framework for classical planning, and Unity3D, a popular game engine that is becoming an emerging standard for, so-called, “indie” game development. Except for being a useful tool for game developers, we believe that iThink can be used in education, providing a modern and fun environment for learning and experimenting with classical planning.
2012
7th Hellenic Conference on Artificial Intelligence, SETN 2012
applications in video-games; artificial intelligence; intelligent agents; non-player character behavior and control; planning
04 Pubblicazione in atti di convegno::04b Atto di convegno in volume
iThink: A Library for Classical Planning in Video-Games / Vassileios, Anastassiou; Panagiotis, Diamantopoulos; Vassos, Stavros; Koubarakis, Manolis. - 7297:(2012), pp. 106-113. (Intervento presentato al convegno 7th Hellenic Conference on Artificial Intelligence, SETN 2012 tenutosi a Lamia; Greece) [10.1007/978-3-642-30448-4_14].
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Utilizza questo identificativo per citare o creare un link a questo documento: https://hdl.handle.net/11573/507556
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