Games are an ideal domain for exploring the capabilities of artificial intelligence (AI) within a constrained environment and a fixed set of rules, where problemsolving techniques can be developed and evaluated before being applied to more complex real-world problems (Schaeffer 2001). AI has notably been applied to board games, such as chess, Scrabble, and backgammon, creating competition that has sped the development of many heuristicbased search techniques (Schaeffer 2001). Over the past decade, there has been increasing interest in research based on video game AI, which was initiated by Laird and van Lent (2001) in their call for the use of video games as a test bed for AI research. They saw video games as a potential area for iterative advancement in increasingly sophisticated scenarios, eventually leading to the development of human-level AI. Buro (2003) later called for increased research in real-time strategy (RTS) games as they provide a sandbox for exploring various complex challenges that are central to game AI and many other problems.Video games are an attractive alternative to robotics for AI research because they increasingly provide a complex and realistic environment for simulation, with few of the messy properties (and cost) of real-world equipment (Buro 2004;Laird and van Lent 2001). They also present a number of challenges that set them apart from the simpler board games that AI has famously been applied to in the past. Video games often have real-time constraints that prevent players from thinking extensively about each action, randomness that prevents players from completely planning future events, and hidden information that prevents players from