One of the main bottlenecks in deploying case-based planning systems is authoring the case-base of plans. In this paper we will present a collec-tion of algorithms that can be used to automatically learn plans from human demonstrations. Our al-gorithms are based on the basic idea of a plan de-pendency graph, which is a graph that captures the dependencies among actions in a plan. Such algo-rithms are implemented in a system called Darmok 2 (D2), a case-based planning system capable of general game playing with a focus on real-time strategy (RTS) games. We evaluate D2 with a col-lection of three different games with promising re-sults.
In commercial video games and simulations, non-player characters are capable of quite complex behavi...
Darmok 2 is a Case-Based Reasoning AI designed to learn from demonstration. Using the Brood War API ...
Thesis (Master's)--University of Washington, 2015The multifaceted complexity of real-time strategy (...
Abstract. Case-based planning (CBP) is based on reusing past success-ful plans for solving new probl...
Traditional artificial intelligence techniques do not per-form well in applications such as real-tim...
Abstract. Artificial Intelligence techniques have been successfully ap-plied to several computer gam...
Abstract. Case-Based Planning (CBP) is an effective technique for solving planning problems that has...
As the collection of data becomes more and more commonplace, it unlocks new approaches to old proble...
In this master thesis we describe our work in creating a planner for the real-time strategy game Sta...
Abstract: "This paper explores the issue of planning in two-person games using approximately learned...
In this paper, we present an agent which uses case-based reasoning to play the real-time strategy ga...
Abstract—Developing computer-controlled groups to engage in combat, control the use of limited resou...
Making efficient AI models for games with imperfect information can be a particular challenge. Consi...
We present a domain independent off-line adaptation technique called Stochastic Plan Optimization fo...
Abstract — We use case injected genetic algorithms to learn how to competently play computer strateg...
In commercial video games and simulations, non-player characters are capable of quite complex behavi...
Darmok 2 is a Case-Based Reasoning AI designed to learn from demonstration. Using the Brood War API ...
Thesis (Master's)--University of Washington, 2015The multifaceted complexity of real-time strategy (...
Abstract. Case-based planning (CBP) is based on reusing past success-ful plans for solving new probl...
Traditional artificial intelligence techniques do not per-form well in applications such as real-tim...
Abstract. Artificial Intelligence techniques have been successfully ap-plied to several computer gam...
Abstract. Case-Based Planning (CBP) is an effective technique for solving planning problems that has...
As the collection of data becomes more and more commonplace, it unlocks new approaches to old proble...
In this master thesis we describe our work in creating a planner for the real-time strategy game Sta...
Abstract: "This paper explores the issue of planning in two-person games using approximately learned...
In this paper, we present an agent which uses case-based reasoning to play the real-time strategy ga...
Abstract—Developing computer-controlled groups to engage in combat, control the use of limited resou...
Making efficient AI models for games with imperfect information can be a particular challenge. Consi...
We present a domain independent off-line adaptation technique called Stochastic Plan Optimization fo...
Abstract — We use case injected genetic algorithms to learn how to competently play computer strateg...
In commercial video games and simulations, non-player characters are capable of quite complex behavi...
Darmok 2 is a Case-Based Reasoning AI designed to learn from demonstration. Using the Brood War API ...
Thesis (Master's)--University of Washington, 2015The multifaceted complexity of real-time strategy (...