
SHPE: HTN Planning for Video Games
Menif, Alexandre; Jacopin, Eric; Cazenave, Tristan (2014), SHPE: HTN Planning for Video Games, in Cazenave, Tristan; Winands, Mark H. M.; Björnsson, Yngvi, Computer Games. Third Workshop on Computer Games, CGW 2014, Held in Conjunction with the 21st European Conference on Artificial Intelligence, ECAI 2014, Prague, Czech Republic, August 18, 2014, Revised Selected Papers, Springer International Publishing : Berlin, p. 119-132. 10.1007/978-3-319-14923-3_9
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Type
Communication / ConférenceDate
2014Conference title
Third Workshop on Computer Games, CGW 2014Conference date
2014-08Conference city
PragueConference country
Czech RepublicBook title
Computer Games. Third Workshop on Computer Games, CGW 2014, Held in Conjunction with the 21st European Conference on Artificial Intelligence, ECAI 2014, Prague, Czech Republic, August 18, 2014, Revised Selected PapersBook author
Cazenave, Tristan; Winands, Mark H. M.; Björnsson, YngviPublisher
Springer International Publishing
Published in
Berlin
ISBN
978-3-319-14922-6
Pages
119-132
Publication identifier
Metadata
Show full item recordAuthor(s)
Menif, AlexandreAutre
Jacopin, Eric
Centre de recherche des écoles de Saint-Cyr Coëtquidan [Guer] [CREC]
Cazenave, Tristan
Laboratoire d'analyse et modélisation de systèmes pour l'aide à la décision [LAMSADE]
Abstract (EN)
This article describes SHPE (Simple Hierarchical Planning Engine), a hierarchical task network planning system designed to generate dynamic behaviours for real-time video games. SHPE is based on a combination of domain compilation and procedural task application/decomposition techniques in order to compute plans in a very short time-frame. The planner has been able to return relevant plans in less than three milliseconds for several problem instances of the SimpleFPS planning domain.Subjects / Keywords
Simple Hierarchical Planning EngineRelated items
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