Real-Time Planning : Reducing Complexity for Scaling Up
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.
hal.science)
← / → for pages • + / - for zoom • 0 to fit width
Powered by Mozilla PDF.js v3.11
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 » |