HTN Planning in Transformers: Fall of Cybertron | AI and Games #14

AI and Games · Beginner ·🧠 Large Language Models ·9y ago
www.aiandgames.com www.patreon.com/ai_and_games -- In previous videos, we have discussed the Goal Oriented Action Planning (GOAP) framework: a game AI method adopting classical STRIPS-based planning for the F.E.A.R. trilogy. In this video, we look at the evolution of planning in games, focussing on the Transformers: Cybertron series by High Moon Studios. We not only discuss how GOAP was adopted in the series, but also introduce an alternate method, known as Hierarchical Task Network (HTN) planning. -- Read the accompanying blog post on AI and Games: http://aiandgames.com/cybertron-intel/ ‎ Follow AI and Games on Twitter: http://www.twitter.com/AIandGames Like AI and Games on Facebook: http://www.facebook.com/AIandGames Support AI and Games on Patreon: http://www.patreon.com/AI_and_Games Music used in this video taken from "Transformers: The Movie" (1986), specifically: The Touch" by Stan Bush. "The Transformers" by LION "Hunger" by Spectre General (Kick Axe) "Autobots vs Decepticons", "Through the Monster's Eye" and "United Against the Enemy" by Vince DiCola. Special thanks to the following developers and researchers whose work is discussed in this video (in order I remembered to add you). Rory Driscoll Alex Champandard Troy Humphries Eric Jacopin
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