• DocumentCode
    1572903
  • Title

    Potential flows for controlling scout units in StarCraft

  • Author

    Kien Quang Nguyen ; Zhe Wang ; Thawonmas, Ruck

  • Author_Institution
    Grad. Sch. of Inf. Sci. & Eng., Ritsumeikan Univ., Kusatsu, Japan
  • fYear
    2013
  • Firstpage
    1
  • Lastpage
    7
  • Abstract
    Real-Time Strategy (RTS) games typically take place in a war-like setting and are accompanied with complicated game play. They are not only difficult for human players to master, but also provide a challenging platform for AI research. In a typical RTS game, such as StarCraft, WarCraft, or Age of Empires, knowing what the opponent is doing is a great advantage and sometimes an important key to win the game. For that, good scouting is required. As subsequent work for improving the scouting agent in our StarCraft AI bot-IceBot-the winner of the mixed division in Student StarCraft AI Tournament 2012, this paper proposes a method that applies potential flows to controlling scout units in StarCraft. The proposed method outperforms an existing scouting method as well as a modified version of this existing method and is comparable to scouting by human players.
  • Keywords
    computer games; multi-agent systems; AI research; Age of Empires; RTS games; StarCraft AI bot-IceBot-the winner; Student StarCraft AI Tournament 2012; WarCraft; human players; real-time strategy games; scout unit control; scouting agent; scouting method; war-like setting; Artificial intelligence; Buildings; Games; Harmonic analysis; Navigation; Needles; Vectors;
  • fLanguage
    English
  • Publisher
    ieee
  • Conference_Titel
    Computational Intelligence in Games (CIG), 2013 IEEE Conference on
  • Conference_Location
    Niagara Falls, ON
  • ISSN
    2325-4270
  • Print_ISBN
    978-1-4673-5308-3
  • Type

    conf

  • DOI
    10.1109/CIG.2013.6633662
  • Filename
    6633662