War machines G: a partial-order planning system for a war game domain

With the emergence of the use of AI in computer games, players have been faced with level of game-play and challenge that provide more enjoyment. Although techniques like neural networks and genetic algorithms have been used by some of the more revolutionary games, most AI used in games are based on...

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Main Authors: Macaspac, Kane Chelster M., Sta. Ana, Jeffrey B., Wong, Madeleine Ariane A.
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Language:English
Published: Animo Repository 2004
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Online Access:https://animorepository.dlsu.edu.ph/etd_bachelors/6604
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Institution: De La Salle University
Language: English
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spelling oai:animorepository.dlsu.edu.ph:etd_bachelors-72482021-07-25T10:18:28Z War machines G: a partial-order planning system for a war game domain Macaspac, Kane Chelster M. Sta. Ana, Jeffrey B. Wong, Madeleine Ariane A. With the emergence of the use of AI in computer games, players have been faced with level of game-play and challenge that provide more enjoyment. Although techniques like neural networks and genetic algorithms have been used by some of the more revolutionary games, most AI used in games are based on the more common finite state machines and rule-based systems. The proponents propose the use of AI planning in the use of computer games, specifically one that is based on the partial-order planning algorithm (POP). To concretize the research, the War Machines system was implemented as a war game domain that uses a planning system based on POP to control a team in the game. To accommodate the various aspects of the war game domain, the planning algorithm interleaves planning with execution, makes use of observational actions and implements LCW to prevent redundant sensing. Testing of the system showed the planner to sufficiently attach actions to goals but implementation of some aspects of the system caused problems such as the planner's team to unknowingly achieve the main goal. It has been concluded that to be successful with the use of POP, a good deal of time should be spent in designing the action domain. 2004-01-01T08:00:00Z text https://animorepository.dlsu.edu.ph/etd_bachelors/6604 Bachelor's Theses English Animo Repository Computer games -- Programming Computer graphics Artificial intelligence Intelligent agents (Computer software) Computer Sciences Programming Languages and Compilers Software Engineering
institution De La Salle University
building De La Salle University Library
continent Asia
country Philippines
Philippines
content_provider De La Salle University Library
collection DLSU Institutional Repository
language English
topic Computer games -- Programming
Computer graphics
Artificial intelligence
Intelligent agents (Computer software)
Computer Sciences
Programming Languages and Compilers
Software Engineering
spellingShingle Computer games -- Programming
Computer graphics
Artificial intelligence
Intelligent agents (Computer software)
Computer Sciences
Programming Languages and Compilers
Software Engineering
Macaspac, Kane Chelster M.
Sta. Ana, Jeffrey B.
Wong, Madeleine Ariane A.
War machines G: a partial-order planning system for a war game domain
description With the emergence of the use of AI in computer games, players have been faced with level of game-play and challenge that provide more enjoyment. Although techniques like neural networks and genetic algorithms have been used by some of the more revolutionary games, most AI used in games are based on the more common finite state machines and rule-based systems. The proponents propose the use of AI planning in the use of computer games, specifically one that is based on the partial-order planning algorithm (POP). To concretize the research, the War Machines system was implemented as a war game domain that uses a planning system based on POP to control a team in the game. To accommodate the various aspects of the war game domain, the planning algorithm interleaves planning with execution, makes use of observational actions and implements LCW to prevent redundant sensing. Testing of the system showed the planner to sufficiently attach actions to goals but implementation of some aspects of the system caused problems such as the planner's team to unknowingly achieve the main goal. It has been concluded that to be successful with the use of POP, a good deal of time should be spent in designing the action domain.
format text
author Macaspac, Kane Chelster M.
Sta. Ana, Jeffrey B.
Wong, Madeleine Ariane A.
author_facet Macaspac, Kane Chelster M.
Sta. Ana, Jeffrey B.
Wong, Madeleine Ariane A.
author_sort Macaspac, Kane Chelster M.
title War machines G: a partial-order planning system for a war game domain
title_short War machines G: a partial-order planning system for a war game domain
title_full War machines G: a partial-order planning system for a war game domain
title_fullStr War machines G: a partial-order planning system for a war game domain
title_full_unstemmed War machines G: a partial-order planning system for a war game domain
title_sort war machines g: a partial-order planning system for a war game domain
publisher Animo Repository
publishDate 2004
url https://animorepository.dlsu.edu.ph/etd_bachelors/6604
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