The International Conference on
Automated Planning and Scheduling
Providence, Rhode Island, USA, September 22 - 26, 2007
W8. Planning in Games
PrefaceThe two communities, planning and games, have coexisted for several decades, but have evolved with little interaction between them. While games programs have been engineered for efficiency from the early days, high-performance planners are a relatively recent development.
Both planning and games are important fields of research in the Artificial Intelligence community. A trend in the computer game community, exemplified in initiatives such as the General Game Playing Project and ORTS, has been on playing whole classes of games, and on increasing realism and complexity. This tests the limits of traditional game-tree search approaches. However, the planning community has a lot of experience in dealing with huge search spaces. Furthermore, such games also involve current topics of much current interest in planning, such as: time reasoning, resource management, imperfect information, cost-based planning, etc.
This workshop will discuss all aspects of using planning in the domain of games. Relevant topics include, but are not limited to:
- planning techniques for classical games
- planning in commercial computer games
- integration of planning and game tree search
- representational issues: languages for planning in games
- opportunities for technology transfer between the communities
- planning stories and scenarios
- planning and interactive narrative
- integrating planning and affective systems
- planning for NPCs
- dialogue planning
- reasoning about actions and game playing
- plan recognition
- learning plans
We are very pleased to acknowledge the collaboration of the Programme Committee for their invaluable support in reading the submitted papers and assessing their quality. We also thank the organizers of the main ICAPS conference for their support.
Ome © Marjorie Mikasen 2005