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. Copyright © 2005, American Association for Artificial Intelligence (www.aaai.org). All rights reserved.
CITATION STYLE
Van Lent, M., Riedl, M. O., Carpenter, P., Mcalinden, R., & Brobst, P. (2005). Increasing replayability with deliberative and reactive planning. In Proceedings of the 1st Artificial Intelligence and Interactive Digital Entertainment Conference, AIIDE 2005 (pp. 135–140). https://doi.org/10.1609/aiide.v1i1.18729
Mendeley helps you to discover research relevant for your work.