2008 IEEE Symposium on Computational Intelligence and Games 2008
DOI: 10.1109/cig.2008.5035664
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Using reinforcement learning for city site selection in the turn-based strategy game Civilization IV

Abstract: Abstract-This paper describes the design and implementation of a reinforcement learner based on Q-Learning. This adaptive agent is applied to the city placement selection task in the commercial computer game Civilization IV. The city placement selection determines the founding sites for the cities in this turn-based empire building game from the Civilization series. Our aim is the creation of an adaptive machine learning approach for a task which is originally performed by a complex deterministic script. This … Show more

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Cited by 24 publications
(10 citation statements)
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References 4 publications
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“…A major problem with real-time strategy games and turn-based strategy games like the Civilization series is the need for micromanagement (Wender and Watson, 2009): in parallel to making high level decisions (where to attack, what kind of technology to research), the player needs to make lower-level decisions, like assigning production and allocate workforce in each city and manage individual soldiers and workers. Micromanagement tasks are tedious and repetitive.…”
Section: Micromanagement and Counsellorsmentioning
confidence: 99%
“…A major problem with real-time strategy games and turn-based strategy games like the Civilization series is the need for micromanagement (Wender and Watson, 2009): in parallel to making high level decisions (where to attack, what kind of technology to research), the player needs to make lower-level decisions, like assigning production and allocate workforce in each city and manage individual soldiers and workers. Micromanagement tasks are tedious and repetitive.…”
Section: Micromanagement and Counsellorsmentioning
confidence: 99%
“…Due to its complexity and multiple possibilities, it has been largely used in game AI research: [7], [26], [31], [41] are some of the authors that have used this platform to validate their theories. Besides Civilization IV we also have other versions and variants of the games of the Civilization series [41]. One of the most popular variants is the open source version of Civilization II called FreeCiv.…”
Section: G Strategy Games (Rts and Tbs)mentioning
confidence: 99%
“…Branavan, Silver and Barzilay have recently used this platform in their research [1]. C-Evo is another open-source variant of Civilization II and, as FreeCiv, is deeply discussed in [41].…”
Section: G Strategy Games (Rts and Tbs)mentioning
confidence: 99%
“…Existing research offers a range of adaptive AI approaches, such as genetic algorithms [1], particle swarm optimization [2], reinforcement learning [3] and neural networks [4], [5], all aimed to create high performing AIs for games. But the problem for AI in game design, as Yannakakis [6] points out, is not to create a good AI, but one that is enjoyable to play against, and one that can be used to improve the game itself.…”
Section: B Related Workmentioning
confidence: 99%