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Subject: Re: AI to develop strategic play in war games
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From: breese@imada.ou.dk (Bjorn Reese)
Message-ID: <1997Jan29.154220.15539@imada.ou.dk>
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Organization: Dept. of Math. & Computer Science, Odense University, Denmark
Date: Wed, 29 Jan 1997 15:42:20 GMT
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Newsgroups: comp.ai.games

R.L.S. Smith wrote:
> 
>    Yes, that's why I want to try a planning algorithm instead. The trouble
> is simple planning won't do because the computer has incomplete information
> about its environment (enemies may be concealed, and it doesn't know what
> orders the other players have given) and it must also carry out the decisions
> it has made without being certain of success. This means I will have to
> give it a replanning ability too. Also certain actions must be carried out
> in the right order for them to work. This planning algorithm is starting to
> look mighty complicated!

Planning with incomplete information can be tackled by a game theoretic
approach. See Lavalle's "Robot Motion Planning: A Game-Theoretic
Foundation"
at http://flamingo.stanford.edu/people/lavalle/papers/paper.ps.gz
