Using partial satisfaction planning to automatically select NPCs' goals and generate plans in a simulation game.
Sylvain LabrancheNicolas SolaSophie CalliesEric BeaudryPublished in: CIG (2014)
Keyphrases
- simulation game
- partial plans
- planning process
- planning problems
- plan generation
- plan execution
- automated planning
- planning systems
- plan recognition
- game based learning environment
- temporally extended goals
- planning domains
- heuristic search
- adventure game
- nondeterministic domains
- classical planning
- optimal plans
- macro actions
- htn planning
- plan quality
- virtual world
- ai planning
- planning graph
- domain independent
- initial state
- case study