Abstract-Real-time strategy video games have proven to be a very challenging area for applications of artificial intelligence research. With their vast state and action spaces and real-time constraints, existing AI solutions have been shown to be too slow, or only able to be applied to small problem sets, while human players still dominate RTS AI systems. This paper makes three contributions to advancing the state of AI for popular commercial RTS game combat, which can consist of battles of dozens of units. I. I BMulti-agent planning is an important sub-field of Artificial Intelligence research with many real-world applications that deal with agent cooperation, such as robotic search and rescue missions and unit coordination on a battlefield. Finding optimal actions for collections of agents if computationally intractable for all but the simplest planning tasks. For instance, finding shortest solutions in the generalized sliding tile puzzlewhich can be regarded as a restricted multi-agent path-planning problem -is NP-hard [1]. When constructing planning systems involving multiple agents acting in the world, we therefore have to resort to approximations which hopefully generate useful results, even under real-time constraints.Video games are fruitful application areas for multi-agent planning research. Often fast paced and featuring numerous game objects that can act independently, video games pose challenging research questions, such as: 1) How to quickly navigate groups of units on large maps, while staying in formation? 2) How to deal with imperfect information, such as unknown opponent locations? 3) How to cooperate well with team members? 4) How to detect and exploit opponent weaknesses? 5) How to coordinate attacks involving dozens of units?Most planning tasks in video games are time criticalany delay can be costly. Consider, for instance, a combat unit targeting system. Finding most effective target sequences is PSPACE-hard [2]. So, if we actually took the time to solve non-trivial instances of this problem optimally while playing, we could see ourselves outplayed by a much faster scripted solution that employs simple strategies such as "attack the weakest opponent unit in weapon's range". It is therefore important to balance plan quality and planning time, and to strive for systems that are able to interleave planning with plan execution.In recent years, developing AI systems for video games has gained attention in the AI research community due to the challenging problems these games pose, combined with the fact that human players still outperform AI systems in this application area, as demonstrated -for exampleat the AIIDE 2012 workshop on Artificial Intelligence in Adversarial Real-Time Games [3], where a strong, but not quite world-championship level S C player defeated the best S C AI systems without any problem. S C by Blizzard Entertainment is a popular real-time strategy game in which players try to defeat opponents by gathering resources, producing fighting units, and destroying their buildings o...
Abstract.Creating strong AI forces in military war simulations or RTS video games poses many challenges including partially observable states, a possibly large number of agents and actions, and simultaneous concurrent move execution. In this paper we consider a tactical sub-problem that needs to be addressed on the way to strong computer generated forces: abstract combat games in which a small number of inhomogeneous units battle with each other in simultaneous move rounds until all members of one group are eliminated. We present and test several adversarial heuristic search algorithms that are able to compute reasonable actions in those scenarios using short time controls. Tournament results indicate that a new algorithm for simultaneous move games which we call "randomized alpha-beta search" (RAB) can be used effectively in the abstract combat application we consider. In this application it outperforms the other algorithms we implemented. We also show that RAB's performance is correlated with the degree of simultaneous move interdependence present in the game.
scite is a Brooklyn-based organization that helps researchers better discover and understand research articles through Smart Citations–citations that display the context of the citation and describe whether the article provides supporting or contrasting evidence. scite is used by students and researchers from around the world and is funded in part by the National Science Foundation and the National Institute on Drug Abuse of the National Institutes of Health.
customersupport@researchsolutions.com
10624 S. Eastern Ave., Ste. A-614
Henderson, NV 89052, USA
This site is protected by reCAPTCHA and the Google Privacy Policy and Terms of Service apply.
Copyright © 2024 scite LLC. All rights reserved.
Made with 💙 for researchers
Part of the Research Solutions Family.