This paper explores a procedural planning system for the control of game agents in real time. The planning methodology we present is based on offline goal-oriented behavioral design, and is implemented as a procedural planning system in real-time. Our design intends to achieve efficiency of planning in order to have smooth run-time animation generation. Our experimental results show that the approach is capable of improving agent control for real-time goal processing in games. © 2009 Springer Berlin Heidelberg.
CITATION STYLE
She, Y., & Grogono, P. (2009). A procedural Planning system for goal oriented agents in Games. In Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics) (Vol. 5549 LNAI, pp. 245–248). https://doi.org/10.1007/978-3-642-01818-3_34
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