The article relates to the automatic planning system integrated into the Unity game engine environment, which controls an agent behavior. A graphical notation for domain knowledge definition was developed. Goals reached in this paper will allow quick complex behaviour pattern implementation for non-player characters within the game environment.

Original languageEnglish
Title of host publicationAutomatic hierarchical task network planning system for the Unity game engine
Pages122-133
Number of pages12
Volume2648
StatePublished - 2020
Event2020 "Russian Advances in Artificial Intelligence", RAAI 2020 - Moscow, Russian Federation
Duration: 10 Oct 202016 Oct 2020

Publication series

NameCEUR Workshop Proceedings
PublisherRWTH Aahen University
ISSN (Print)1613-0073

Conference

Conference2020 "Russian Advances in Artificial Intelligence", RAAI 2020
Country/TerritoryRussian Federation
CityMoscow
Period10/10/2016/10/20

    Scopus subject areas

  • Computer Science(all)

ID: 88195932