DocumentCode
3762524
Title
Learning in Real-Time Strategy Games
Author
Vineet Padmanabhan;Pranay Goud;Arun K. Pujari;Harshit Sethy
Author_Institution
Sch. of Comput. &
fYear
2015
Firstpage
165
Lastpage
170
Abstract
One of the main drawbacks in Real-time strategy (RTS) games is that the built-in artificial intelligence (or gamebots) tend to lag behind human players. To make gamebots perform like human players, gamebots should try to find best action from the Knowledge (training data) for each time-stamp and should be able to play game against every opponent. To achieve this end in this paper we propose a learning approach called Individual Action Plan Learning where each plan has exactly just one action during training. While executing, i.e., playing, we make use of the sensor information from the current game-state (map) to select the best action. There are two main advantages of having such an approach as compared to other works in RTS: (1) we can do away with the concept of a simulator which are often game specific and is usually hard coded in any type of RTS games (2) our system can learn from merely observing humans playing games and do not need any authoring effort. Usually RTS requires demonstrations to be annotated. Two AI games called Battle City and S3 were used to evaluate our approach.
Keywords
"Games","Buildings","Real-time systems","Artificial intelligence","Gold","Computers","Training"
Publisher
ieee
Conference_Titel
Information Technology (ICIT), 2015 International Conference on
Type
conf
DOI
10.1109/ICIT.2015.51
Filename
7437609
Link To Document