This project proposes a methodology for the automatic generation of action models from video game dynamics descriptions, as well as its integration with a planning agent for the execution and monitoring of the plans. Planners use these action models to get the deliberative behaviour for an agent in many different video games and, combined with a reactive module, solve deterministic and no-deterministic levels. Experimental results validate the methodology and prove that the effort put by a knowledge engineer can be greatly reduced in the definition of such complex domains. Furthermore, benchmarks of the domains has been produced that can be of interest to the international planning community to evaluate planners in international planning competitions.
翻译:该项目提出一种方法,从视频游戏动态描述中自动生成行动模型,并将其与计划实施和监测的规划代理人结合起来。规划者利用这些行动模型使许多不同的电子游戏代理商的议事行为得到考虑,并结合一个反应模块,解决确定性和不确定性水平的问题。实验结果验证了这一方法,并证明知识工程师在界定此类复杂领域方面所作的努力可以大大减少。此外,还制定了对国际规划界具有兴趣的领域基准,以评估国际规划竞争的规划者。