Artificial intelligence design for real-time strategy games
English
Safadi, Firas[Université de Liège - ULg > Dép. d'électric., électron. et informat. (Inst.Montefiore) > Dép. d'électric., électron. et informat. (Inst.Montefiore) >]
Fonteneau, Raphaël[Université de Liège - ULg > Dép. d'électric., électron. et informat. (Inst.Montefiore) > Systèmes et modélisation >]
Ernst, Damien[Université de Liège - ULg > Dép. d'électric., électron. et informat. (Inst.Montefiore) > Smart grids >]
Dec-2011
No
International
NIPS Workshop on Decision Making with Multiple Imperfect Decision Makers
December 16th, 2011
Sierra Nevada
Spain
[en] Artificial intelligence ; Real-time strategy games
[en] For now over a decade, real-time strategy (RTS) games have been challenging intelligence, human and artificial (AI) alike, as one of the top genre in terms of overall complexity. RTS is a prime example problem featuring multiple interacting imperfect decision makers. Elaborate dynamics, partial observability, as well as a rapidly diverging action space render rational decision making somehow elusive. Humans deal with the complexity using several abstraction layers, taking decisions on different abstract levels. Current agents, on the other hand, remain largely scripted and exhibit static behavior, leaving them extremely vulnerable to flaw abuse and no match against human players. In this paper, we propose to mimic the abstraction mechanisms used by human players for designing AI for RTS games. A non-learning agent for StarCraft showing promising performance is proposed, and several research directions towards the integration of learning mechanisms are discussed at the end of the paper.
Fonds de la Recherche Scientifique (Communauté française de Belgique) - F.R.S.-FNRS