Reactive planning idioms for multi-scale game AI

Ben G. Weber, Peter A. Mawhorter, Michael Mateas, Arnav H. Jhala · 2010

Many modern games provide environments in which agents perform decision making at several levels of granularity. In the domain of real-time strategy games, an effective agent must make high-level strategic decisions while simultaneously controlling individual units in battle. We advocate reactive planning as a powerful technique for building multi-scale game AI and demonstrate that it enables the specification of complex, real-time agents in a unified agent architecture. We present several idioms used to enable authoring of an agent that concurrently pursues strategic and tactical goals, and an agent for playing the real-time strategy game StarCraft that uses these design patterns.

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