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Real-Time Planning : Reducing Complexity for Scaling Up
Guillaume Prevost

Real-Time Planning : Reducing Complexity for Scaling Up

Author / Organization:
Science & Mathematics Published 2022 Verification Pending

Overview & Synopsis

This thesis address the problem of scaling the generation of plans in real-time to control the behaviors of several millions of Non-Player Characters (NPCs) in video-games and virtual worlds. Search-based action planning, introduced in the game F.E.A.R. in 2005, has an exponential time complexity managing at most several tens of NPCs per frame and with short plans. I carried out a close study of the plans generated in first-person shooters and this study shows that: (1) states are vectors of enumerated values,(2) both initial and final states can be totally defined, (3) actions are both post-unique and unary, (4) plans are totally ordered, and (5) actions occur only once in plans. (1) to (3) satisfy the Simplified Action Structure (SAS) polynomial time planning framework but neither (4) nor (5): I thus present new restrictions satisfying (5) to this SAS planning framework and a new linear-time algorithm satisfying (4). Using experiments involving planning problems modelled from existing commercial video games, I show that my planner outperforms previous SAS planners and that it is indeed capable of building longer plans for several millions of NPCs in real-time.

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Document Information

Document Title Real-Time Planning : Reducing Complexity for Scaling Up
Author / Organization Guillaume Prevost
Subject & Discipline Multidisciplinary Academic Open Research
Categories Science & Mathematics
Publication Year 2022
License / Rights Open Access / Creative Commons
Resource Verification Listed PDF (Verification Pending)
Original Host Website HAL Open Science (hal.science)
File Format application/pdf (Portable Document Format)
Language EN
Catalog ID DOC-7400
Original Source Link Visit Source Page on hal.science »