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Qsmodels: ASP Planning in Interactive Gaming Environment

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Logics in Artificial Intelligence (JELIA 2004)

Part of the book series: Lecture Notes in Computer Science ((LNAI,volume 3229))

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Abstract

Qsmodels is a novel application of Answer Set Programming to interactive gaming environment. We describe a software architecture by which the behavior of a bot acting inside the Quake 3 Arena can be controlled by a planner. The planner is written as an Answer Set Program and is interpreted by the Smodels solver.

Work supported by the Information Society Technologies programme of the European Commission, Future and Emerging Technologies under the IST-2001-37004 WASP project.

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References

  1. Baral, C.: Knowledge Representation, Reasoning and Declarative Problem Solving. Cambridge University Press, Cambridge (2003)

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  2. Baral, C., Gelfond, M., Provetti, A.: Representing Actions: Laws, Observations and Hypotheses. Journal of Logic Programming 31(1-3) (1997)

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  3. Padovani, L.: Answer Set Programming in Interactive Gaming Environment. Graduation project in Informatics (in Italian) (2004) University of Milan, Available from http://mag.usr.dsi.unimi.it/

  4. Web location of the smodels solver, http://www.tcs.hut.fi/Software/smodels/

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© 2004 Springer-Verlag Berlin Heidelberg

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Padovani, L., Provetti, A. (2004). Qsmodels: ASP Planning in Interactive Gaming Environment. In: Alferes, J.J., Leite, J. (eds) Logics in Artificial Intelligence. JELIA 2004. Lecture Notes in Computer Science(), vol 3229. Springer, Berlin, Heidelberg. https://doi.org/10.1007/978-3-540-30227-8_58

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  • DOI: https://doi.org/10.1007/978-3-540-30227-8_58

  • Publisher Name: Springer, Berlin, Heidelberg

  • Print ISBN: 978-3-540-23242-1

  • Online ISBN: 978-3-540-30227-8

  • eBook Packages: Springer Book Archive

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