Artificial intelligence design for real-time strategy games
Firas Safadi, Raphaël Fonteneau, Damien Ernst · ORBi (University of Liège) · 2011
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 interact-ing imperfect decision makers. Elaborate dynamics, partial observability, as well as a rapidly diverging action space render rational decision making somehow elu-sive. 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. 1