2021
DOI: 10.1609/aiide.v3i1.18775
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SquadSmart — Hierarchical Planning and Coordinated Plan Execution for Squads of Characters

Abstract: This paper presents an application of Hierarchical Task Network (HTN) planning to a squad-based military simulation. The hierarchical planner produces collaborative plans for the whole squad in real time, generating the type of highly coordinated behaviours typical for armed combat situations involving trained professionals. Here, we detail the extensions to HTN planning necessary to provide real-time planning and subsequent collaborative plan execution. To make full hierarchical planning feasible in a game co… Show more

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Cited by 9 publications
(2 citation statements)
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“…Goaloriented formalisms provide a declarative way for designers to express NPC behaviour, allowing for an underlying search algorithm to explore a potentially huge solution space. Hierarchical planning have been applied both in academic (Hoang, Lee-Urban, and Muñoz-Avila 2005) and industrial systems (Gorniak and Davis 2007), and it seems to point towards the next generation of more believable NPCs. Nevertheless, it still has to be found the way to educate game designers to be able to write domain descriptions and plan preconditions and postconditions.…”
Section: Related Work and Conclusionmentioning
confidence: 99%
“…Goaloriented formalisms provide a declarative way for designers to express NPC behaviour, allowing for an underlying search algorithm to explore a potentially huge solution space. Hierarchical planning have been applied both in academic (Hoang, Lee-Urban, and Muñoz-Avila 2005) and industrial systems (Gorniak and Davis 2007), and it seems to point towards the next generation of more believable NPCs. Nevertheless, it still has to be found the way to educate game designers to be able to write domain descriptions and plan preconditions and postconditions.…”
Section: Related Work and Conclusionmentioning
confidence: 99%
“…Unlike Soar, which is not primarily a planning framework, SquadSmart (Gorniak & Davis 2007) demonstrates how hierarchical task network planning can be used for multi-agent planning in games. An incremental algorithm ensures bounded computation time and an execution module synchronizes actions and copes with failures.…”
Section: Introductionmentioning
confidence: 99%