1. The Next Generation of
Game Planners
The "Everything You (N)Ever Wanted to Know" Tour
Luke Dicken
Strathclyde AI and Games Research Group
University of Strathclyde
3. Controversy!
• “...STRIPS-style goal oriented action planning has turned out
to be a dead end.”
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4. Controversy!
• “...STRIPS-style goal oriented action planning has turned out
to be a dead end.”
• “Academia has long discarded such planners in favor of
hierarchical ones...”
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5. Controversy!
• “...STRIPS-style goal oriented action planning has turned out
to be a dead end.”
• “Academia has long discarded such planners in favor of
hierarchical ones...”
Alex, “This Year in Game AI”
(Jan ’11)
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6. Controversy!
• “...STRIPS-style goal oriented action planning has turned out
to be a dead end.”
• “Academia has long discarded such planners in favor of
hierarchical ones...”
Alex, “This Year in Game AI”
(Jan ’11)
• This session will drill into what Automated Planning is and
why (some) parts of it are still relevant for Game AI
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9. What is Automated
Planning?
• “Strong” AI
• Finds action sequences - Plan
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10. What is Automated
Planning?
• “Strong” AI
• Finds action sequences - Plan
• Over 40 years of research
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11. What is Automated
Planning?
• “Strong” AI
• Finds action sequences - Plan
• Over 40 years of research
• Planning Domain Description Language (PDDL) - 1998
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13. How Does it Work?
1. Description of actions possible
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14. How Does it Work?
1. Description of actions possible
2. Complete description of initial state of the world
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15. How Does it Work?
1. Description of actions possible
2. Complete description of initial state of the world
3. Definition of goals that need to be achieved
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30. Issues with GOAP
• Issue 1 : Lack of directorial control.
‣ When NPCs get smart enough to realise standing next
to exploding barrels is hazardous, cinematic experience is
diminished.
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31. Issues with GOAP
• Issue 1 : Lack of directorial control.
‣ When NPCs get smart enough to realise standing next
to exploding barrels is hazardous, cinematic experience is
diminished.
• Issue 2 : Computational Complexity
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32. Issues with GOAP
• Issue 1 : Lack of directorial control.
‣ When NPCs get smart enough to realise standing next
to exploding barrels is hazardous, cinematic experience is
diminished.
• Issue 2 : Computational Complexity
‣ GOAP is derived directly from STRIPS. NP-Hard search
problems in the general case.
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34. Issues with GOAP
• Issue 1 - either a “strong” AI approach is suitable to your
design or it isn’t. Places it often will be include sandbox
environments and companion AI.
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35. Issues with GOAP
• Issue 1 - either a “strong” AI approach is suitable to your
design or it isn’t. Places it often will be include sandbox
environments and companion AI.
• Issue 2 is what will be the focus of the rest of the session -
how have planning systems improved since STRIPS/GOAP?
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37. Complexity Reduction
• If you can reduce complexity of the problem, it
becomes easier to solve...
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38. Complexity Reduction
• If you can reduce complexity of the problem, it
becomes easier to solve...
• Either less depth to the problem or less breadth.
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71. Optimality
• Optimality is a big issue for academic vs industry
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72. Optimality
• Optimality is a big issue for academic vs industry
• Academics
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73. Optimality
• Optimality is a big issue for academic vs industry
• Academics
‣ Aim is optimal - shortest, most efficient, least cost
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74. Optimality
• Optimality is a big issue for academic vs industry
• Academics
‣ Aim is optimal - shortest, most efficient, least cost
• Industry
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75. Optimality
• Optimality is a big issue for academic vs industry
• Academics
‣ Aim is optimal - shortest, most efficient, least cost
• Industry
‣ Aim is entertaining - believable, beatable, pseudo-smart
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76. Optimality
• Optimality is a big issue for academic vs industry
• Academics
‣ Aim is optimal - shortest, most efficient, least cost
• Industry
‣ Aim is entertaining - believable, beatable, pseudo-smart
• How can we bridge this disconnect?
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83. Plan Execution
• Planning is not the same as doing something
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84. Plan Execution
• Planning is not the same as doing something
• Big question is: “what happens next?”
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85. Plan Execution
• Planning is not the same as doing something
• Big question is: “what happens next?”
‣ Especially considering that the traditional assumptions of
planning make doing things with plans “challenging”!
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108. Summary
• GOAP is not the extent of planning
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109. Summary
• GOAP is not the extent of planning
• We’ve come a long way in the 40 years since
STRIPS was invented.
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110. Summary
• GOAP is not the extent of planning
• We’ve come a long way in the 40 years since
STRIPS was invented.
• Planning is still mostly focused on the “big”
problems.
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111. Summary
• GOAP is not the extent of planning
• We’ve come a long way in the 40 years since
STRIPS was invented.
• Planning is still mostly focused on the “big”
problems.
• There is work in planning of relevance.
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113. References
• Landmarks
‣ “On the Extraction, Ordering and Usage of Landmarks in Planning” Porteous et al, ECP ’01
• Abstraction
‣ “Applying Clustering Techniques to Reduce Complexity in Automated Planning Domains” Dicken &
Levine, IDEAL ’10
• Relaxed Plan Graph
‣ “The FF Planning System: Fast plan Generation Through Heuristic Search” Hoffman, JAIR Vol. 14
• Landmark Heuristic
‣ “The LAMA Planner Using Landmark Counting in Heuristic Search” Richter & Westphal, IPC ’08
• HTNs
‣ “SHOP2 : An HTN Planning System” Nau et al, JAIR Vol. 20
• Execute/Replan
‣ “FF-Replan: A baseline for probabilistic planning” Yoon et al, ICAPS ’07
• Execution Monitoring
‣ “T-REX: A Deliberative System for AUV Control” McGann et al, PPERWS ’07
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