Increasing Replayability with Deliberative and Reactive Planning
Abstract
Opponent behavior in today's computer games is often the result of a static set of Artificial Intelligence (AI) behaviors or a fixed AI script. While this ensures that the behavior is reasonably intelligent, it also results in very predictable behavior. This can have an impact on the replayability of entertainment-based games and the educational value of training-based games. This paper proposes a move away from static, scripted AI by using a combination of deliberative and reactive planning. The deliberative planning (or Strategic AI) system creates a novel strategy for the AI opponent before each gaming session. The reactive planning (or Tactical AI) system executes this strategy in real-time and adapts to the player and the environment. These two systems, in conjunction with a future automated director module, form the Adaptive Opponent Architecture. This paper describes the architecture and the details of the deliberative and reactive planning components.
Document Details
- Document Type
- Technical Report
- Publication Date
- Jan 01, 2006
- Accession Number
- ADA459203
Entities
People
- Mark O. Riedl
- Michael Van Lent
- Paul Brobst
- Paul Carpenter
- Ryan Mcalinden
Organizations
- University of Southern California