A Research of HTN-Based Anytime Planning Algorithm on FPS Games

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With the development of game industry, the requirements of game AI are also increasing. Recently a planning formalism called HTN (Hierarchical Task Network) was used to design AI behaviors. In this paper we describe how to implement an anytime planner based on HTN to handle a dynamic environment, which is the key feature of computer game worlds. This planner allows agent to interrupt its sequence of actions at anytime based on the changes of environment meanwhile return a valid replacement plan. We use Unreal Tournament 2004 which is a famous first-person shooter game as the platform and test our anytime planner.

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1553-1556

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April 2014

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© 2014 Trans Tech Publications Ltd. All Rights Reserved

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