Abstract
This paper introduces a novel path planning technique called MCRT which is aimed at non-deterministic, partially known, real-time domains populated with dynamically moving obstacles, such as might be found in a real-time strategy (RTS) game. The technique combines an efficient form of Monte-Carlo tree search with the randomized exploration capabilities of rapidly exploring random tree (RRT) planning. The main innovation of MCRT is in incrementally building an RRT structure with a collision-sensitive reward function, and then re-using it to efficiently solve multiple, sequential goals. We have implemented the technique in MCRT-planner, a program which solves non-deterministic path planning problems in imperfect information RTS games, and evaluated it in comparison to four other state of the art techniques. Planners embedding each technique were applied to a typical RTS game and evaluated using the game score and the planning cost. The empirical evidence demonstrates the success of MCRT-planner.
Original language | English |
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Title of host publication | Res. and Dev. in Intelligent Syst. XXVIII: Incorporating Applications and Innovations in Intel. Sys. XIX - AI 2011, 31st SGAI Int. Conf. on Innovative Techniques and Applications of Artificial Intel. |
Pages | 35-48 |
Number of pages | 14 |
DOIs | |
Publication status | Published - 2011 |
Event | 31st SGAI International Conference on Innovative Techniques and Applications of Artificial Intelligence - Cambridge, United Kingdom Duration: 13 Dec 2011 → 15 Dec 2011 |
Conference
Conference | 31st SGAI International Conference on Innovative Techniques and Applications of Artificial Intelligence |
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Abbreviated title | AI 2011 |
Country/Territory | United Kingdom |
City | Cambridge |
Period | 13/12/11 → 15/12/11 |