In this paper we investigate how STRIPS planning techniques can be used to enhance the behavior of worker units that are common in real-time strategy (RTS) video games. Worker units are typically instructed to carry out simple tasks such as moving to destinations or mining for a type of resource. In this work we investigate how this interaction can be extended by providing the human player with the capability of instructing the worker unit to achieve simple goals. We introduce the "Smart Workers" STRIPS planning domain, and generate a series of planning problems of increasing difficulty and size. We use these problem sets to evaluate the conditions under which this idea can be used in practice in a real video game. The evaluation is performed using a STRIPS planner that is implemented inside a commercial video game development framework. © 2014 Springer International Publishing.

Flexible Behavior for Worker Units in Real-Time Strategy Games Using STRIPS Planning / Ioannis, Vlachopoulos; Vassos, Stavros; Manolis, Koubarakis. - 8445 LNCS:(2014), pp. 555-568. (Intervento presentato al convegno 8th Hellenic Conference on Artificial Intelligence: Methods and Applications, SETN 2014 tenutosi a Ioannina nel 15 May 2014 through 17 May 2014) [10.1007/978-3-319-07064-3_48].

Flexible Behavior for Worker Units in Real-Time Strategy Games Using STRIPS Planning

VASSOS, STAVROS;
2014

Abstract

In this paper we investigate how STRIPS planning techniques can be used to enhance the behavior of worker units that are common in real-time strategy (RTS) video games. Worker units are typically instructed to carry out simple tasks such as moving to destinations or mining for a type of resource. In this work we investigate how this interaction can be extended by providing the human player with the capability of instructing the worker unit to achieve simple goals. We introduce the "Smart Workers" STRIPS planning domain, and generate a series of planning problems of increasing difficulty and size. We use these problem sets to evaluate the conditions under which this idea can be used in practice in a real video game. The evaluation is performed using a STRIPS planner that is implemented inside a commercial video game development framework. © 2014 Springer International Publishing.
2014
8th Hellenic Conference on Artificial Intelligence: Methods and Applications, SETN 2014
04 Pubblicazione in atti di convegno::04b Atto di convegno in volume
Flexible Behavior for Worker Units in Real-Time Strategy Games Using STRIPS Planning / Ioannis, Vlachopoulos; Vassos, Stavros; Manolis, Koubarakis. - 8445 LNCS:(2014), pp. 555-568. (Intervento presentato al convegno 8th Hellenic Conference on Artificial Intelligence: Methods and Applications, SETN 2014 tenutosi a Ioannina nel 15 May 2014 through 17 May 2014) [10.1007/978-3-319-07064-3_48].
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Utilizza questo identificativo per citare o creare un link a questo documento: https://hdl.handle.net/11573/560455
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