Developing an HTN Planner for Virtual Ecosystems

Developed decades ago, Hierarchical Task Network Planners are now starting to be used in the video game industry as part of their AI systems. Due to its expressiveness and efficiency with complex models, they are a good alternative to the widely used State Machines or Behavior Trees. Despite the gre...

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Bibliographic Details
Author: Calvis Gil, Isaac
Format: master thesis
Publication Date:2023
Country:España
Institution:Universitat Politècnica de Catalunya (UPC)
Repository:UPCommons. Portal del coneixement obert de la UPC
Language:English
OAI Identifier:oai:upcommons.upc.edu:2117/399252
Online Access:https://hdl.handle.net/2117/399252
Access Level:Open access
Keyword:Video games
Artificial intelligence
Hierarchical Task Network (HTN) Planning
Unreal Engine 5
Intel·ligència artificial
IA per Videojocs
C/C++.
Artificial Intelligence
AI for Video Games
Videojocs
Àrees temàtiques de la UPC::Informàtica::Intel·ligència artificial
Description
Summary:Developed decades ago, Hierarchical Task Network Planners are now starting to be used in the video game industry as part of their AI systems. Due to its expressiveness and efficiency with complex models, they are a good alternative to the widely used State Machines or Behavior Trees. Despite the great opportunities that this technique offers, there's a lack of examples and optimizations for video games. In this project we will develop an HTN Planning system, including the Planner algorithm, domain language and the entities' domain, to recreate a Virtual Ecosystem with a concrete thematic. Our HTN Planning system will be based on the SHOP2 system from Dana Nau. It will be implemented in C/C++ and executed using the video game engine "Unreal Engine 5", while trying to optimize it for the chosen ecosystem.