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GAMES USING GOAP ARCHITECTURES |
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F.E.A.R. (X360/PS3/PC) - Monolith Productions/VU Games, 2005
Condemned: Criminal Origins (X360/PC) - Monolith Productions/Sega, 2005
S.T.A.L.K.E.R.: Shadow of Chernobyl (PC) - GSC Game World/THQ, 2007
Mushroom Men: The Spore Wars (Wii) - Red Fly Studio, 2008
Ghostbusters (Wii) - Red Fly Studio, 2008
Silent Hill: Homecoming (X360/PS3) - Double Helix Games/Konami, 2008
Fallout 3 (X360/PS3/PC) - Bethesda Softworks, 2008
Empire: Total War (PC) - Creative Assembly/SEGA, 2009
F.E.A.R. 2: Project Origin (X360/PS3/PC) - Monolith Productions/Warner Bros, 2009
Demigod (PC) - Gas Powered Games/Stardock, 2009
LMNO (working title) (X360/PS3) - Electronic Arts
Just Cause 2 (PC/X360/PS3) - Avalanche Studios/Eidos Interactive, 2010
Transformers: War for Cybertron (PC/X360/PS3) - High Moon Studios/Activision, 2010
Trapped Dead (PC) - Headup Games, 2011
Deus Ex: Human Revolution (PC/X360/PS3) - Eidos Interactive, 2011
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Creature Smarts: The Art and Architecture of a Virtual Brain - Synthetic Characters Group, MIT Media Lab (GDC 2001)
GOAP Working Group Report - 2004 AIISC Report
Planning Domain Definition Language (PDDL) - several versions linked from Drew McDermott's web page
Simple Hierarchical Ordered Planner (SHOP) - University of Maryland
Hierarchical Plan Representations for Encoding Strategic Game AI - Hai Hoang, Stephen Lee-Urban & Hector Munoz-Avila (AIIDE 2005)
SquadSmart: Hierarchical Planning and Coordinated Plan Execution for Squads of Characters - Peter Gorniak & Ian Davis (AIIDE 2007)
Connecting PDDL-based off-the-shelf planners to an arcade game - Olivier Bartheye & Eric Jacopin (ECAI AIG 2008)
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AI Game Programming Wisdom 2 - Edited by Steve Rabin
AI Game Programming Wisdom 4 - Edited by Steve Rabin
Automated Planning: Theory & Practice - Paolo Traverso, Malik Ghallab, and Dana Nau
Artificial Intelligence: A New Synthesis - Nils J. Nilsson
Artificial Intelligence: A Modern Approach - Stuart Russell and Peter Norvig
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