2011 IEEE Conference on Computational Intelligence and Games (CIG'11) 2011
DOI: 10.1109/cig.2011.6032006
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A Bayesian model for RTS units control applied to StarCraft

Abstract: The task of keyhole (unobtrusive) plan recognition is central to adaptive game AI. "Tech trees" or "build trees" are the core of real-time strategy (RTS) game strategic (long term) planning. This paper presents a generic and simple Bayesian model for RTS build tree prediction from noisy observations, which parameters are learned from replays (game logs). This unsupervised machine learning approach involves minimal work for the game developers as it leverage players' data (common in RTS). We applied it to StarC… Show more

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Cited by 64 publications
(69 citation statements)
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“…StarCraft is a canonical RTS game, like chess is to board games, with a huge player base and numerous professional competitions. The game has three different but very well balanced teams, or races, allowing for varied strategies and tactics without any dominant strategy, and requires both strategic and tactical decision making roughly equally (Synnaeve and Bessière 2011b). These features give StarCraft an advantage over other RTS titles that are used for AI research, such as Wargus 2 and ORTS.…”
Section: Starcraftmentioning
confidence: 99%
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“…StarCraft is a canonical RTS game, like chess is to board games, with a huge player base and numerous professional competitions. The game has three different but very well balanced teams, or races, allowing for varied strategies and tactics without any dominant strategy, and requires both strategic and tactical decision making roughly equally (Synnaeve and Bessière 2011b). These features give StarCraft an advantage over other RTS titles that are used for AI research, such as Wargus 2 and ORTS.…”
Section: Starcraftmentioning
confidence: 99%
“…They have a vast space of actions and game states, with durative actions, a huge branching factor, and actions that can have longterm effects throughout the course of a match Buro and Furtak 2004;Mehta et al 2009;Ontañón 2012;Tozour 2002;. Even compared with Go, which is currently an active area of AI research, RTS games present a huge increase in complexity -at least an order of magnitude increase in the number of possible game states, actions to choose from, actions per game, and actions per minute (using standard rules) (Buro 2004;Schaeffer 2001;Synnaeve and Bessière 2011b). The state space is so large that traditional heuristic-based search techniques, which have proven effective in a range of board games (Schaeffer 2001), have so far been unable to solve all but the most restricted subproblems of RTS AI.…”
Section: Rts Gamesmentioning
confidence: 99%
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