EXCALIBUR Adaptive Constraint-Based Agents in Artificial Environments |
[PLANNING] | [Temporal Ontologies] [Resources] |
[ Please note: The project has been discontinued as of May 31, 2005 and is superseded by the projects of the ii Labs. There won't be further updates to these pages. ] |
(Related publications: [PUBLink] [PUBLink])
Resources such as food, hit points or magical power are standard features of today's computer games. Computer-guided characters often have goals that are related to these resources and must take this into account in planning their behavior. Thus, besides temporal issues, it is vital that the expressiveness and the solving abilities of an agent's planning system are capable of handling resources as well as goals related to these resources.
Resource-based action planning systems have recently begun to mushroom - an indication that AI planning systems have finally started to tackle real-world problems. However, these systems still tend to neglect the resources. Conventional plan length is the primary optimization goal, resources being of only secondary importance. The inadequacy of these approaches is discussed in the following subsections. See Section [Model - Conclusion] for a classification of specific resource-based planning systems.
[PLANNING] | [Temporal Ontologies] [Resources] |
For questions, comments or suggestions, please contact us.
Last update:
May 19, 2001 by Alexander Nareyek