• DocumentCode
    130256
  • Title

    Imitation learning for combat system in RTS games with application to starcraft

  • Author

    In-Seok Oh ; Ho-Chul Cho ; Kyung-Joong Kim

  • Author_Institution
    Dept. of Comput. Sci. & Eng., Sejong Univ., Seoul, South Korea
  • fYear
    2014
  • fDate
    26-29 Aug. 2014
  • Firstpage
    1
  • Lastpage
    2
  • Abstract
    Unlike the situation with regard to board games, artificial intelligence (AI) for real-time strategy (RTS) games usually suffers from an infinite number of possible future states. Furthermore, it must handle the complexity quickly. This constraint makes it difficult to build AI for RTS games with current state-of-the-art intelligent techniques. This paper proposes the use of imitation learning based on a human player´s replays, which allows the AI to mimic the behaviors. During game play, the AI exploits the replay repository to search for the best similar moment from an influence map representation. This work focuses on combat in RTS games, considering the spatial configuration and unit types. Experimental results show that the proposed AI can defeat well-known competition entries a large percentage of the time.
  • Keywords
    artificial intelligence; computer games; AI; RTS games; Starcraft; artificial intelligence; board games; combat system; imitation learning; influence map representation; real-time strategy games; replay repository; spatial configuration; unit types; Artificial intelligence; Games; Combat; Imitation; StarCraft; Unit Control;
  • fLanguage
    English
  • Publisher
    ieee
  • Conference_Titel
    Computational Intelligence and Games (CIG), 2014 IEEE Conference on
  • Conference_Location
    Dortmund
  • Type

    conf

  • DOI
    10.1109/CIG.2014.6932919
  • Filename
    6932919