Premium
ON‐LINE CASE‐BASED PLANNING
Author(s) -
Ontañón Santi,
Mishra Kinshuk,
Sugandh Neha,
Ram Ashwin
Publication year - 2010
Publication title -
computational intelligence
Language(s) - English
Resource type - Journals
SCImago Journal Rank - 0.353
H-Index - 52
eISSN - 1467-8640
pISSN - 0824-7935
DOI - 10.1111/j.1467-8640.2009.00344.x
Subject(s) - computer science , plan (archaeology) , architecture , adaptation (eye) , line (geometry) , artificial intelligence , human–computer interaction , machine learning , software engineering , art , physics , geometry , mathematics , archaeology , optics , visual arts , history
Some domains, such as real‐time strategy (RTS) games, pose several challenges to traditional planning and machine learning techniques. In this article, we present a novel on‐line case‐based planning architecture that addresses some of these problems. Our architecture addresses issues of plan acquisition, on‐line plan execution, interleaved planning and execution, and on‐line plan adaptation. We also introduce the Darmok system, which implements this architecture to play Wargus (an open source clone of the well‐known RTS game Warcraft II ). We present empirical evaluation of the performance of Darmok and show that it successfully learns to play the Wargus game.