Planning Is the Game: Action Planning as a Design Tool and Game Mechanism
Identifikátory výsledku
Kód výsledku v IS VaVaI
<a href="https://www.isvavai.cz/riv?ss=detail&h=RIV%2F00216208%3A11320%2F12%3A10126858" target="_blank" >RIV/00216208:11320/12:10126858 - isvavai.cz</a>
Výsledek na webu
<a href="http://www.aaai.org/ocs/index.php/AIIDE/AIIDE12/paper/view/5465/5714" target="_blank" >http://www.aaai.org/ocs/index.php/AIIDE/AIIDE12/paper/view/5465/5714</a>
DOI - Digital Object Identifier
—
Alternativní jazyky
Jazyk výsledku
angličtina
Název v původním jazyce
Planning Is the Game: Action Planning as a Design Tool and Game Mechanism
Popis výsledku v původním jazyce
Recent development in game AI has seen action planning and its derivates being adapted for controlling agents in classical types of games, such as FPSs or RPGs. Complementary, one can seek new types of gameplay elements inspired by planning. We propose and formally define a new game "genre" called anticipation games and demonstrate that planning can be used as their key concept both at design time and run time. In an anticipation game, a human player observes a computer controlled agent or agents, triesto predict their actions and indirectly helps them to achieve their goal. The paper describes an example prototype of an anticipation game we developed. The player helps a burglar steal an artifact from a museum guarded by guard agents. The burglar hasincomplete knowledge of the environment and his plan will contain pitfalls. The player has to identify these pitfalls by observing burglar's behavior and change the environment so that the burglar replans and avoids the pitfalls. The game
Název v anglickém jazyce
Planning Is the Game: Action Planning as a Design Tool and Game Mechanism
Popis výsledku anglicky
Recent development in game AI has seen action planning and its derivates being adapted for controlling agents in classical types of games, such as FPSs or RPGs. Complementary, one can seek new types of gameplay elements inspired by planning. We propose and formally define a new game "genre" called anticipation games and demonstrate that planning can be used as their key concept both at design time and run time. In an anticipation game, a human player observes a computer controlled agent or agents, triesto predict their actions and indirectly helps them to achieve their goal. The paper describes an example prototype of an anticipation game we developed. The player helps a burglar steal an artifact from a museum guarded by guard agents. The burglar hasincomplete knowledge of the environment and his plan will contain pitfalls. The player has to identify these pitfalls by observing burglar's behavior and change the environment so that the burglar replans and avoids the pitfalls. The game
Klasifikace
Druh
D - Stať ve sborníku
CEP obor
IN - Informatika
OECD FORD obor
—
Návaznosti výsledku
Projekt
Výsledek vznikl pri realizaci vícero projektů. Více informací v záložce Projekty.
Návaznosti
P - Projekt vyzkumu a vyvoje financovany z verejnych zdroju (s odkazem do CEP)<br>S - Specificky vyzkum na vysokych skolach
Ostatní
Rok uplatnění
2012
Kód důvěrnosti údajů
S - Úplné a pravdivé údaje o projektu nepodléhají ochraně podle zvláštních právních předpisů
Údaje specifické pro druh výsledku
Název statě ve sborníku
Proceedings of the Eighth AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment (AIIDE 2012)
ISBN
978-1-57735-582-3
ISSN
—
e-ISSN
—
Počet stran výsledku
7
Strana od-do
160-166
Název nakladatele
AAAI
Místo vydání
Stanford, Palo Alto, USA
Místo konání akce
Palo Alto, USA
Datum konání akce
8. 10. 2012
Typ akce podle státní příslušnosti
WRD - Celosvětová akce
Kód UT WoS článku
—