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Qsmodels: ASP Planning in Interactive Gaming Environment

  • Luca Padovani
  • Alessandro Provetti
Part of the Lecture Notes in Computer Science book series (LNCS, volume 3229)

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.

Keywords

Logic Program Plan Execution Human Player Reaction Rule Execution Cycle 
These keywords were added by machine and not by the authors. This process is experimental and the keywords may be updated as the learning algorithm improves.

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References

  1. 1.
    Baral, C.: Knowledge Representation, Reasoning and Declarative Problem Solving. Cambridge University Press, Cambridge (2003)MATHCrossRefGoogle Scholar
  2. 2.
    Baral, C., Gelfond, M., Provetti, A.: Representing Actions: Laws, Observations and Hypotheses. Journal of Logic Programming 31(1-3) (1997)Google Scholar
  3. 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. 4.
    Web location of the smodels solver, http://www.tcs.hut.fi/Software/smodels/

Copyright information

© Springer-Verlag Berlin Heidelberg 2004

Authors and Affiliations

  • Luca Padovani
    • 1
  • Alessandro Provetti
    • 2
  1. 1.M2AG: Milan-Messina Action Group, DSIUniversità degli studi di MilanoMilanItaly
  2. 2.M2AG: Milan-Messina Action GroupDip di Fisica – Università degli studi di MessinaMessinaItaly

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