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iThink: A Library for Classical Planning in Video-Games

机译:iThink:电子游戏经典规划库

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Academic artificial intelligence (AI) techniques have recently started to play a more central role in the development of commercial video games. In particular, classical planning methods for specifying a goal-oriented behavior have proven to be useful to game developers in an increasingly number of cases. Motivated by the fact that there is no clear standard for developing a goal-oriented behavior in video games, we present iThink, a framework that allows the use of academic techniques for classical planning in order to achieve goal-oriented behavior in a real game developing environment. In our work we focus on STRIPS, a well-studied framework for classical planning, and Unity3D, a popular game engine that is becoming an emerging standard for, so-called, "indie" game development. Except for being a useful tool for game developers, we believe that iThink can be used in education, providing a modern and fun environment for learning and experimenting with classical planning.
机译:学术人工智能(AI)技术最近已开始在商业视频游戏的开发中扮演更重要的角色。特别是,事实证明,用于指定面向目标行为的经典计划方法在越来越多的情况下对游戏开发人员很有用。出于没有明确的标准来开发视频游戏中面向目标的行为这一事实的激励,我们提出了iThink,该框架允许使用学术技术进行经典规划,以便在真实游戏开发中实现面向目标的行为。环境。在我们的工作中,我们专注于研究经典计划的STRIPS框架,以及流行的游戏引擎Unity3D,Unity3D正在成为所谓的“独立”游戏开发的新兴标准。除对游戏开发人员有用的工具外,我们认为iThink可用于教育领域,为学习和尝试经典计划提供了一个现代而有趣的环境。

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