This thesis examines how Hierarchical Task Networks (HTNs) can be used to plan for overall strategies in a game environment where the agents are controlled by GOAP (Goal Oriented Action Planning) at an individual level. To solve this, a layer between a HTN planner and a game engine has been implemented, the Planner Manager. A simple HTN planner has also been modified to be able to handle parallel tasks. The results suggest that HTNs can be used, it will decrease the work load for the programmers but increase it for the designers during the production process. This is good because the designers should be the ones that are in control during the production phase.
Author: Wissing, Glenn
Source: Luleå University of Technology
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