Abstract
In this paper, we propose an automatic mechanism of Hierarchical Task Networks (HTNs) creation for solving the problem of real-time path planning in Real-Time Strategy (RTS) Games. HTNs are created using an abstraction of the game map. A real-time heuristic search approach called Learning Real-Time A* (LRTA) is applied to execute the primitive tasks of the HTNs. The main purpose of using a HTN based real-time path planner is to restrict the real-time search to a shorter part of the problem space while keeping it in the direction of the actual goal position. Results show that the hierarchical approach reduces the suboptimality of the LRTA and speeds up the convergence process.
Original language | English |
---|---|
Title of host publication | Proceedings of the 3rd International Symposium on AI and Games - A Symposium at the AISB 2010 Convention |
Pages | 1-7 |
Number of pages | 7 |
Publication status | Published - 2010 |
Event | 3rd International Symposium on Artificial Intelligence and Games - A Symposium at the AISB 2010 Convention - Leicester, United Kingdom Duration: 29 Mar 2010 → 1 Apr 2010 Conference number: 3 |
Conference
Conference | 3rd International Symposium on Artificial Intelligence and Games - A Symposium at the AISB 2010 Convention |
---|---|
Country/Territory | United Kingdom |
City | Leicester |
Period | 29/03/10 → 1/04/10 |