Scripting the plot in a computer role-playing game requires a large number of scripts that are difficult to program, track and maintain. Game adventures often include simple plot...
Curtis Onuczko, Duane Szafron, Jonathan Schaeffer,...
We explore the task of designing an efficient multi-agent system that is capable of capturing a single moving target, assuming that every agent knows the location of all agents on...
Dialogue in commercial games is largely created by teams of writers and designers who hand-author every line of dialogue and hand-specify the dialogue structure using finite state...
Many current heuristics for domain-independent planning, such as Bonet and Geffner's additive heuristic and Hoffmann and Nebel's FF heuristic, are based on delete relaxa...
We present a faster method of solving optimal planning problems and show that our solution performs up to an order of magnitude faster than Satplan on a variety of problems from t...