DocumentCode
1840339
Title
Intelligent anti-grouping in real-time strategy games
Author
Beume, Nicola ; Hein, Tobias ; Naujoks, Boris ; Piatkowski, Nico ; Preuss, Mike ; Wessing, Simon
Author_Institution
Comput. Intell. Group, Tech. Univ. Dortmund, Dortmund
fYear
2008
fDate
15-18 Dec. 2008
Firstpage
63
Lastpage
70
Abstract
Assembling suitable groups of fighting units to combat incoming enemy groups is a tactical necessity in real-time strategy (RTS) games. Furthermore it heavily influences future strategic decisions like unit building. Here, we demonstrate how to efficiently (offline) solve the problem of finding matches for the current enemy group(s) based on self-organizing maps (SOMs), powered by a simple evolutionary algorithm. The concept is implemented and thoroughly experimentally investigated in the RTS game Glest. We show that the offline learning is reliable and can be sped up considerably by employing a very simple substitute objective function instead of game simulations, making it a nearly universal, simple, and transparent technique.
Keywords
computer games; evolutionary computation; self-organising feature maps; Glest; evolutionary algorithm; intelligent anti-grouping; real-time strategy games; self-organizing maps; strategic decisions like unit building; Artificial intelligence; Artificial neural networks; Assembly; Computational intelligence; Computer science; Evolutionary computation; Filters; Humans; Self organizing feature maps; Visualization;
fLanguage
English
Publisher
ieee
Conference_Titel
Computational Intelligence and Games, 2008. CIG '08. IEEE Symposium On
Conference_Location
Perth, WA
Print_ISBN
978-1-4244-2973-8
Electronic_ISBN
978-1-4244-2974-5
Type
conf
DOI
10.1109/CIG.2008.5035622
Filename
5035622
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