The procedural planning system used in the agent architecture of games

  • Authors:
  • Yingying She;Peter Grogono

  • Affiliations:
  • Concordia University, Montreal, Canada;Concordia University, Montreal, Canada

  • Venue:
  • Future Play '08 Proceedings of the 2008 Conference on Future Play: Research, Play, Share
  • Year:
  • 2008

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Abstract

We discuss a procedural planning approach that automatically and dynamically generates plans for game agents in real-time. This approach is applied to the design of an agent architecture in our current research project, Gameme, a game design application. This planning depends on offline goal design, the structure of the agent architecture, and real-time planning mechanisms. The Procedural Planning System (PPS) is capable of improving agents' control for real-time goal processing in games.