COMPACTING A RULE BASE INTO AN AND/OR DIAGRAM FOR A GAME AI

Samuel Manier, Olivier Sigaud · 2008

A game Artificial Intelligence defined by if-then rules can become hard to maintain and expand. In this paper we present a method to transform in a compact way a rule base into an And/Or Diagram, a hierarchical structure easier to manage over time. Our method is illustrated in a commercial cycling simulation video game.

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