Search, Abstractions and Learning in Real-Time Strategy Games
Autor(en):
Zusammenfassung
Real-Time Strategy Games’ large state and action spaces pose a significant hurdle to traditional AI techniques. We propose decomposing the game into sub-problems and integrating the partial solutions into action scripts that can be used as abstract actions by a search or machine learning algorithm. The resulting high level algorithm produces sound strategic choices, and can then be combined with a low-level search algorithm to refine tactical choices. We show strong results in SparCraft, Starcraft: Brood War and $$\mu $$ μ RTS against state-of-the-art agents. We expect advances in RTS AI can be used in commercial videogames for playtesting and game balancing, while also having possible real-world applications.
- Vollständige Referenz
- BibTeX
Barriga, N. A.,
(2020).
Search, Abstractions and Learning in Real-Time Strategy Games.
KI - Künstliche Intelligenz: Vol. 34, No. 1.
Springer.
(S. 101-103).
DOI: 10.1007/s13218-019-00614-0
@article{mci/Barriga2020,
author = {Barriga, Nicolas A.},
title = {Search, Abstractions and Learning in Real-Time Strategy Games},
journal = {KI - Künstliche Intelligenz},
volume = {34},
number = {1},
year = {2020},
,
pages = { 101-103 } ,
doi = { 10.1007/s13218-019-00614-0 }
}
author = {Barriga, Nicolas A.},
title = {Search, Abstractions and Learning in Real-Time Strategy Games},
journal = {KI - Künstliche Intelligenz},
volume = {34},
number = {1},
year = {2020},
,
pages = { 101-103 } ,
doi = { 10.1007/s13218-019-00614-0 }
}
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Mehr Information
ISSN: 1610-1987
Datum: 2020
Typ: Text/Journal Article

