SCAIL: An integrated Starcraft AI system
Jay Young, Fran Smith, Christopher J. Atkinson, Ken Poyner, Tom Chothia · 2012
We present the work on our integrated AI system SCAIL, which is capable of playing a full round of the Real-Time Strategy game Starcraft. Our system makes use of modern AI techniques such as particle filtering, on-line machine learning, drive-based motivation systems and artificial emotions, used to find novel structure in the dynamic playing environment, which is exploited by both high and low-level control systems. We employ a principled architecture, capable of expressing high level goal-directed behaviour. We provide an overview of our system, and a comparative evaluation against the in-game AIs of Starcraft, as well as thirteen third party systems. We go on to detail how the techniques and tools we introduce provide advantages to our system over the current state-of-the-art, resulting in improved performance when competing against those systems.