Abstract
This paper explores a procedural planning system for the control of game agents in real time. The planning methodology we present is based on offline goal-oriented behavioral design, and is implemented as a procedural planning system in real-time. Our design intends to achieve efficiency of planning in order to have smooth run-time animation generation. Our experimental results show that the approach is capable of improving agent control for real-time goal processing in games.
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She, Y., Grogono, P. (2009). A Procedural Planning System for Goal Oriented Agents in Games. In: Gao, Y., Japkowicz, N. (eds) Advances in Artificial Intelligence. Canadian AI 2009. Lecture Notes in Computer Science(), vol 5549. Springer, Berlin, Heidelberg. https://doi.org/10.1007/978-3-642-01818-3_34
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DOI: https://doi.org/10.1007/978-3-642-01818-3_34
Publisher Name: Springer, Berlin, Heidelberg
Print ISBN: 978-3-642-01817-6
Online ISBN: 978-3-642-01818-3
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