iThink: A Library for Classical Planning in Video-Games

  • Vassileios-Marios Anastassiou
  • Panagiotis Diamantopoulos
  • Stavros Vassos
  • Manolis Koubarakis
Part of the Lecture Notes in Computer Science book series (LNCS, volume 7297)


Academic artificial intelligence (AI) techniques have recently started to play a more central role in the development of commercial video games. In particular, classical planning methods for specifying a goal-oriented behavior have proven to be useful to game developers in an increasingly number of cases. Motivated by the fact that there is no clear standard for developing a goal-oriented behavior in video games, we present iThink, a framework that allows the use of academic techniques for classical planning in order to achieve goal-oriented behavior in a real game developing environment. In our work we focus on STRIPS, a well-studied framework for classical planning, and Unity3D, a popular game engine that is becoming an emerging standard for, so-called, “indie” game development. Except for being a useful tool for game developers, we believe that iThink can be used in education, providing a modern and fun environment for learning and experimenting with classical planning.


Video Game Goal Condition Game Development Action Schema Game Engine 
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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Copyright information

© Springer-Verlag Berlin Heidelberg 2012

Authors and Affiliations

  • Vassileios-Marios Anastassiou
    • 1
  • Panagiotis Diamantopoulos
    • 1
  • Stavros Vassos
    • 1
  • Manolis Koubarakis
    • 1
  1. 1.Department of Informatics and TelecommunicationsNational and Kapodistrian University of AthensAthensGreece

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