An agent architecture to fulfill real-time requirements
AGENTS '00 Proceedings of the fourth international conference on Autonomous agents
The procedural planning system used in the agent architecture of games
Future Play '08 Proceedings of the 2008 Conference on Future Play: Research, Play, Share
Artificial Intelligence: A Systems Approach with CD
Artificial Intelligence: A Systems Approach with CD
The behavior-oriented design of modular agent intelligence
NODe'02 Proceedings of the NODe 2002 agent-related conference on Agent technologies, infrastructures, tools, and applications for E-services
Artificial Intelligence: Structures and Strategies for Complex Problem Solving
Artificial Intelligence: Structures and Strategies for Complex Problem Solving
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This paper explores a procedural planning system for the control of game agents in real time. The planning methodology we present is based on offline goal-oriented behavioral design, and is implemented as a procedural planning system in real-time. Our design intends to achieve efficiency of planning in order to have smooth run-time animation generation. Our experimental results show that the approach is capable of improving agent control for real-time goal processing in games.