TY - GEN
T1 - Hierarchical Task Network Plan Reuse for Video Games
AU - Soemers, Dennis J. N. J.
AU - Winands, Mark H. M.
PY - 2016/9
Y1 - 2016/9
N2 - Hierarchical Task Network Planning is an Automated Planning technique. It is, among other domains, used in Artificial Intelligence for video games. Generated plans cannot always be fully executed, for example due to nondeterminism or imperfect information. In such cases, it is often desirable to re-plan. This is typically done completely from scratch, or done using techniques that require conditions and effects of tasks to be defined in a specific format (typically based on First-Order Logic). In this paper, an approach for Plan Reuse is proposed that manipulates the order in which the search tree is traversed by using a similarity function. It is tested in the SimpleFPS domain, which simulates a First-Person Shooter game, and shown to be capable of finding (optimal) plans with a decreased amount of search effort on average when re-planning for variations of previously solved problems.
AB - Hierarchical Task Network Planning is an Automated Planning technique. It is, among other domains, used in Artificial Intelligence for video games. Generated plans cannot always be fully executed, for example due to nondeterminism or imperfect information. In such cases, it is often desirable to re-plan. This is typically done completely from scratch, or done using techniques that require conditions and effects of tasks to be defined in a specific format (typically based on First-Order Logic). In this paper, an approach for Plan Reuse is proposed that manipulates the order in which the search tree is traversed by using a similarity function. It is tested in the SimpleFPS domain, which simulates a First-Person Shooter game, and shown to be capable of finding (optimal) plans with a decreased amount of search effort on average when re-planning for variations of previously solved problems.
U2 - 10.1109/CIG.2016.7860395
DO - 10.1109/CIG.2016.7860395
M3 - Conference article in proceeding
T3 - IEEE Conference on Computational Intelligence and Games
SP - 1
EP - 8
BT - 2016 IEEE Conference on Computational Intelligence and Games (CIG)
PB - IEEE
T2 - 2016 IEEE Conference on Computational Intelligence and Games (CIG)
Y2 - 20 September 2016 through 23 September 2016
ER -