SHPE: HTN Planning for Video Games
Menif, Alexandre; Jacopin, Eric; Cazenave, Tristan (2014), SHPE: HTN Planning for Video Games, in Cazenave, Tristan; Winands, Mark H. M.; Björnsson, Yngvi, Computer Games. Third Workshop on Computer Games, CGW 2014, Held in Conjunction with the 21st European Conference on Artificial Intelligence, ECAI 2014, Prague, Czech Republic, August 18, 2014, Revised Selected Papers, Springer International Publishing : Berlin, p. 119-132. 10.1007/978-3-319-14923-3_9
TypeCommunication / Conférence
Conference titleThird Workshop on Computer Games, CGW 2014
Conference countryCzech Republic
Book titleComputer Games. Third Workshop on Computer Games, CGW 2014, Held in Conjunction with the 21st European Conference on Artificial Intelligence, ECAI 2014, Prague, Czech Republic, August 18, 2014, Revised Selected Papers
Book authorCazenave, Tristan; Winands, Mark H. M.; Björnsson, Yngvi
MetadataShow full item record
Centre de recherche des écoles de Saint-Cyr Coëtquidan [Guer] [CREC]
Laboratoire d'analyse et modélisation de systèmes pour l'aide à la décision [LAMSADE]
Abstract (EN)This article describes SHPE (Simple Hierarchical Planning Engine), a hierarchical task network planning system designed to generate dynamic behaviours for real-time video games. SHPE is based on a combination of domain compilation and procedural task application/decomposition techniques in order to compute plans in a very short time-frame. The planner has been able to return relevant plans in less than three milliseconds for several problem instances of the SimpleFPS planning domain.
Subjects / KeywordsSimple Hierarchical Planning Engine
Showing items related by title and author.