The task of keyhole (unobtrusive) plan recognition is central to adaptive game AI. "Tech trees" or "build trees" are the core of real-time strategy (RTS) game strategic (long term) planning. This paper presents a generic and simple Bayesian model for RTS build tree prediction from noisy observations, which parameters are learned from replays (game logs). This unsupervised machine learning approach involves minimal work for the game developers as it leverage players' data (com- mon in RTS). We applied it to StarCraft1 and showed that it yields high quality and robust predictions, that can feed an adaptive AI.
@cite_12: We present the PHATT algorithm for plan recognition. Unlike previous approaches to plan recognition, PHATT is based on a model of plan execution. We show that this clarifies several difficult issues in plan recognition including the execution of multiple interleaved root goals, partially ordered plans, and failing to observe actions. We present the PHATT algorithm's theoretical basis, and an implementation based on tree structures. We also investigate the algorithm's complexity, both analytically and empirically. Finally, we present PHATT's integrated constraint reasoning for parametrized actions and temporal constraints.
SchaddBS07 describe opponent modeling through hierarchically structured models of the opponent behaviour and they applied their work to the Spring RTS (Total Annihilation clone). HTNPlanning use hierarchical task networks (HTN) to model strategies in a first person shooter with the goal to use HTN planners. OBRecog improve the probabilistic hostile agent task tracker (PHATT @cite_12 , a simulated HMM for plan recognition) by encoding strategies as HTN.