Increasing Replayability with Deliberative and Reactive Planning

Authors

  • Michael van Lent University of Southern California
  • Mark O. Riedl University of Southern California
  • Paul Carpenter University of Southern California
  • Ryan McAlinden University of Southern California
  • Paul Brobst University of Southern California

DOI:

https://doi.org/10.1609/aiide.v1i1.18729

Abstract

Opponent behavior in today's computer games is often the result of a static set of Artificial Intelligence (AI) behaviors or a fixed AI script. While this ensures that the behavior is reasonably intelligent, it also results in very predictable behavior. This can have an impact on the replayability of entertainment-based games and the educational value of training-based games. This paper proposes a move away from static, scripted AI by using a combination of deliberative and reactive planning. The deliberative planning (or Strategic AI) system creates a novel strategy for the AI opponent before each gaming session. The reactive planning (or Tactical AI) system executes this strategy in real-time and adapts to the player and the environment. These two systems, in conjunction with a future automated director module, form the Adaptive Opponent Architecture. This paper describes the architecture and the details of the deliberative and reactive planning components.

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Published

2021-09-28

How to Cite

van Lent, M., Riedl, M., Carpenter, P., McAlinden, R., & Brobst, P. (2021). Increasing Replayability with Deliberative and Reactive Planning. Proceedings of the AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, 1(1), 135-140. https://doi.org/10.1609/aiide.v1i1.18729