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dc.contributor.authorBarriga, Nicolas A.
dc.date2020-03-01
dc.date.accessioned2021-04-23T09:30:28Z
dc.date.available2021-04-23T09:30:28Z
dc.date.issued2020
dc.identifier.issn1610-1987
dc.identifier.urihttp://dx.doi.org/10.1007/s13218-019-00614-0
dc.identifier.urihttp://dl.gi.de/handle/20.500.12116/36275
dc.description.abstractReal-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.de
dc.publisherSpringer
dc.relation.ispartofKI - Künstliche Intelligenz: Vol. 34, No. 1
dc.relation.ispartofseriesKI - Künstliche Intelligenz
dc.subjectDeep convolutional neural networks
dc.subjectEvolutionary algorithms
dc.subjectGame tree search
dc.subjectReal-time strategy games
dc.titleSearch, Abstractions and Learning in Real-Time Strategy Gamesde
dc.typeText/Journal Article
mci.reference.pages101-103
dc.identifier.doi10.1007/s13218-019-00614-0


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