Software Architecture and Implementation of a Data-Driven Adaptive AІ System for 2D Tactical Games
Тип публікації :
Тези конференції
Дата випуску :
1 червня 2026 р.
Автор(и) :
Kovalchuk, Oleksandr
Мова основного тексту :
Англійська
eKNUTSHIR URL :
Конференція/Видання :
3th International Scientific and Practical Conference « Current Challenges in Scientific Research», Wroclaw, Poland, June 1-3, 2026
Початкова сторінка :
217
Кінцева сторінка :
231
Цитування :
[APA 7] Ziuziun, V., & Kovalchuk, O. (2026). Software architecture and implementation of a data-driven adaptive AI system for 2D tactical games. In Current Challenges in Scientific Research: Proceedings of the 3rd International Scientific and Practical Conference, June 1–3, 2026 (pp. 217–231). European Open Science Space. https://doi.org/10.70286/EOSS-01.06.2026.004.217-231
[ДСТУ] Ziuziun V., Kovalchuk O. Software Architecture and Implementation of a Data-Driven Adaptive AI System for 2D Tactical Games. Current Challenges in Scientific Research : Proceedings of the 3rd International Scientific and Practical Conference (Wroclaw, Poland, June 1–3, 2026). Wroclaw : European Open Science Space, 2026. P. 217–231. DOI: 10.70286/EOSS-01.06.2026.004.217-231 (date of access: 01.08.2026).
This article addresses the problem of limited replayability and the predictable behavior of non-player characters (NPCs) in modern 2D tactical simulation video games. The study examines the design and software implementation of a flexible, adaptive artificial intelligence (AI) system that operates without relying on asymmetric game balancing techniques («cheating»). The objective of the research is to develop the architecture and functional modules of a game capable of dynamically responding to a player's strategy in real time.
To construct the decision-making system, the Hierarchical Task Network (HTN) planning method was employed, integrated with utility functions for action evaluation and selection. Spatial and tactical analysis of the game environment was implemented using Influence Maps and the A* graph-based shortest pathfinding algorithm. The software implementation of the project was carried out using the modern game engine Godot Engine 4.5, following a data-driven approach through hierarchical JSON configuration files. A modular architecture was developed, comprising the tactical analyzer, terrain manager, and config loader subsystems, which enables the computation of complex HTN plans within a background thread. This approach ensures high computational efficiency, supports realistic group behavior of enemy units, including flanking maneuvers, tactical retreats, and position holding, and enhances the overall depth and strategic complexity of the gameplay experience.
To construct the decision-making system, the Hierarchical Task Network (HTN) planning method was employed, integrated with utility functions for action evaluation and selection. Spatial and tactical analysis of the game environment was implemented using Influence Maps and the A* graph-based shortest pathfinding algorithm. The software implementation of the project was carried out using the modern game engine Godot Engine 4.5, following a data-driven approach through hierarchical JSON configuration files. A modular architecture was developed, comprising the tactical analyzer, terrain manager, and config loader subsystems, which enables the computation of complex HTN plans within a background thread. This approach ensures high computational efficiency, supports realistic group behavior of enemy units, including flanking maneuvers, tactical retreats, and position holding, and enhances the overall depth and strategic complexity of the gameplay experience.
Галузі знань та спеціальності :
F Інформаційні технології
Галузі науки і техніки (FOS) :
Інженерія та технології
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Формат :
Adobe PDF
Розмір :
366.08 KB
Контрольна сума :
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Якщо не вказано інше, ця робота розповсюджується на умовах ліцензії Attribution-NonCommercial 4.0 International

