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As the basic problem of the real-time strategy (RTS) games, AI planning has attracted wide attention of researchers, but it still remains as a huge challenge due to its large searching space and realtime nature. The situation may get worse when the planning in RTS games is implemented under a partially observable environment considering the existence of the fog-of-war. Given the recorded past positions of an agent, it would be helpful if the targets' next position can be predicted based on thedoi:10.1109/access.2019.2923419 fatcat:gknjfm2lwbfivlpoldg3fgdaiy