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Adversarial hierarchical-task network planning for complex real-time games
76
Citations
14
References
2015
Year
Artificial IntelligenceGame AiEngineeringGame TheoryGlobal PlanningEducationReinforcement Learning (Educational Psychology)Intelligent SystemsTask PlanningµRts GameReinforcement Learning (Computer Engineering)Complex Real-time GamesSystems EngineeringReal-time StrategyRobot LearningGeneral Game PlayingComputer ScienceGamesDeep Reinforcement LearningAi PlanningGame Tree Search
Real-time strategy (RTS) games are hard from an AI point of view because they have enormous state spaces, combinatorial branching factors, allow simultaneous and durative actions, and players have very little time to choose actions. For these reasons, standard game tree search methods such as alphabeta search or Monte Carlo Tree Search (MCTS) are not sufficient by themselves to handle these games. This paper presents an alternative approach called Adversarial Hierarchical Task Network (AHTN) planning that combines ideas from game tree search with HTN planning. We present the basic algorithm, relate it to existing adversarial hierarchical planning methods, and present new extensions for simultaneous and durative actions to handle RTS games. We also present empirical results for the µRTS game, comparing it to other state of the art search algorithms for RTS games.
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