Unreal G OLOG Bots

Even though reasoning and, in particular, planning techniques have had a long tradition in Artificial Intelligence, these have only recently been applied to interactive computer games. In this paper we propose the use of READYLOG, a variant of the logic-based action language GOLOG, to build game bots. The language combines features from classical programming languages with decision-theoretic planning. The feasibility of the approach is demonstrated by integrating READYLOG with the game UNREAL TOURNAMENT.

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