2021
DOI: 10.1609/aiide.v1i1.18717
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Hierarchical Plan Representations for Encoding Strategic Game AI

Abstract: In this paper we explore the use of Hierarchical-Task-Network (HTN) representations to model strategic game AI. We will present two case studies. The first one reports on an experiment using HTNs to model strategies for Unreal Tournament® (UT) bots. We will argue that it is possible to encode strategies that coordinate teams of bots in first-person shooter games using HTNs. The second one compares an alternative to HTNs called Task-Method-Knowledge (TMK) process models. TMK models are of interest to ga… Show more

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Cited by 29 publications
(6 citation statements)
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“…Hoang et. al used HTN representations in the first person shooter game Unreal Tournament to good success, merging event-driven agents with the higher-level planning to achieve both reactiveness and strategy (Hoang, Lee-Urban, and Muñoz-Avila 2005). Another great success of HTNs in games was Bridge Baron 8, which won the 1997 computer bridge championship (Smith, Nau, and Throop 1998).…”
Section: Related Workmentioning
confidence: 99%
“…Hoang et. al used HTN representations in the first person shooter game Unreal Tournament to good success, merging event-driven agents with the higher-level planning to achieve both reactiveness and strategy (Hoang, Lee-Urban, and Muñoz-Avila 2005). Another great success of HTNs in games was Bridge Baron 8, which won the 1997 computer bridge championship (Smith, Nau, and Throop 1998).…”
Section: Related Workmentioning
confidence: 99%
“…While the idea of planning has existed since the beginnings of the field of Artificial Intelligence, planning algorithms have only recently been applied to commercial interactive games: Orkin (2005) employed a STRIPS planner (Fikes, Hart, & Nilsson 1972) to give intelligence to enemies in the first person shooter F.E.A.R.. In the academic realm, HTN planning has been applied to pick strategies for Unreal Tournament bots (Hoang, Lee-Urban, & Munoz-Avila 2005) and Dini et al(2005) provide an overview of various planning algorithms and how the might apply to computer games. Gorniak & Roy has previously employed plan recognition to provide contextual speech understanding in collaborative computer games (Gorniak & Roy 2005;in press) For the game presented here, we use an HTN planning system (Erol, Hendler, & Nau 1994) based on SHOP2 (Nau et al 2003), borrowing elements of the JSHOP2 planner compilation techniques .…”
Section: Related Workmentioning
confidence: 99%
“…Notable methods include game theory (Emery-Montemerlo, et al 2005), phrasing distributed planning as a constraint satisfaction problem (Yokoo and Hirayama 2000), and distributed POMDPs (Nair et al 2003). Other work has focused on encoding a human's knowledge of a domain into strategies for a team to follow (Hoang, Lee-Urban, and Munoz-Avila 2005)…”
Section: Approaches To Teamworkmentioning
confidence: 99%