Spangle 发表于 2025-3-23 09:46:27
https://doi.org/10.1007/978-981-15-8868-6 of transition systems, on which behavior composition is based, in video game development, and (.) the fact that behavior composition extends the spectrum of approaches for non-linear storylines by introducing a new paradigm based on planning for a target desired process instead of a goal state. MorHla461 发表于 2025-3-23 16:31:19
Tristan Cazenave,Mark H. M. Winands,Yngvi BjörnssoFast-track conference proceedings.State-of-the-art research.Up-to-date resultsBricklayer 发表于 2025-3-23 21:50:54
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978-3-319-14922-6Springer International Publishing Switzerland 2014ethereal 发表于 2025-3-24 08:10:18
On the Complexity of General Game Playing,eatures of GDL contribute to making it a convenient tool to describe multi-agent systems. We study the computational complexity of reasoning in GGP using various combinations of these features. Our analysis offers a complexity landscape for GGP with fragments ranging from . to . in the single-agent case, and from . to . in the multi-agent case.impale 发表于 2025-3-24 10:54:43
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https://doi.org/10.1057/9781137494085 for real-time video games. SHPE is based on a combination of domain compilation and procedural task application/decomposition techniques in order to compute plans in a very short time-frame. The planner has been able to return relevant plans in less than three milliseconds for several problem instances of the . planning domain.