LGOAP: adaptive layered planning for real-time videogames

G Maggiore, CA Pereira Santos, D Dini, FWT Peters, HA Bouwknegt, P. Spronck

Research output: Chapter in Book/Report/Conference proceedingConference contributionScientificpeer-review

2 Citations (Scopus)


One of the main aims of game AI research is the building of challenging and believable artificial opponents that act as if capable of strategic thinking. In this paper we describe a novel mechanism that successfully endows NPCs in real-time games with strategic planning capabilities. Our approach creates adaptive behaviours that take into account long-term and short term consequences. Our approach is unique in that: (i) it is sufficiently fast to be used for hundreds of agents in real time; (ii) it is flexible in that it requires no previous knowledge of the playing field; and (iii) it allows customization of the agents in order to generate differentiated behaviours that derive from virtual personalities.

Original languageEnglish
Title of host publication2013 IEEE Conference on Computational Intelligence in Games, CIG 2013
Place of PublicationNiagara Falls, Canada
ISBN (Print)9781467353113
Publication statusPublished - 2013
EventIEEE 2013 Conference on Computational Intelligence in Games - Niagara Falls, Canada
Duration: 11 Aug 201313 Aug 2013

Publication series

NameIEEE Conference on Computatonal Intelligence and Games, CIG
ISSN (Print)2325-4270
ISSN (Electronic)2325-4289


ConferenceIEEE 2013 Conference on Computational Intelligence in Games
CityNiagara Falls, Canada


  • Games AI
  • planning


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