Player Collaboration in Virtual Environments using Hierarchical Task Network Planning
In recent years, the fast evolution in computer games has moved government organizations to investigate how they can be exploited as virtual environments to simulate scenarios which could be expensive or even dangerous to set up in real life, in particular when collaboration among humans is required in order to carry out a shared plan. The proposed system allows the tracking of progresses achieved by each plan participant within the planning domain, by mapping its steps to states and humans’ actions in the virtual environment. It also permits to render the environment and the planning software loosely coupled and to provide flexible responses to participants’ actions in the form of different alternatives to the same plan, such that goals can be achieved following different courses of action.
KeywordsVirtual Environment Planning Domain World State Game Engine Complex Data Structure
Unable to display preview. Download preview PDF.
- Anders Frank. Foreign Grounds, a Digital Game for DecisionMaking in Foreign Cultures. In 2nd Workshop on Exploring Commercial Games for Military Use, October 2005.Google Scholar
- Okhtay Ilghami. Documentation for JSHOP2. Technical Report CS-TR4694, DepartmentofComputer Science, University of Maryland, US, May 2006.Google Scholar
- Joint Chiefs of Staff. The Military Contribution to Peace Support Operations, 2nd edition. Ministry of Defence, UK, June 2004.Google Scholar
- Joint Chiefs of Staff. Noncombatant Evacuation Operations. United States Forces, January 2007.Google Scholar
- Dana Nau, Tsz-Chiu Au, Okhtay Ilghami, Ugur Kuter, H’ector Munoz-Avila, J. William Murdock, Dan Wu, and Fusun Yaman. Applications of SHOP and SHOP2. Technical Report CS-TR-4604, Department of Computer Science, University of Maryland, US, June 2004.Google Scholar
- Dana Nau, H’ector Munoz-Avila, Yue Cao, Amnon Lotem, and Steven Mitchell. Total-Order Planning with Partially Ordered Subtasks. 17th International Joint Conference on Artificial Intelligence, August 2001.Google Scholar
- Stuart Russell and Peter Norvig. Artificial Intelligence, a Modern Approach, 2nd edition. Artificial Intelligence. Prentice Hall, 2003.Google Scholar
- Austin Tate and Ken Currie. O-Plan: the Open Planning Architecture. Artificial Intelligence, 52, 1991.Google Scholar
- Rik Warren, David E. Diller, et al. Simulating scenarios for research on culture and cognition using a commercial role-play game. In Proceedings of the 2005 Winter Simulation Conference, 2005.Google Scholar