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
Link To Document