DocumentCode
617974
Title
Comparing heuristic search methods for finding effective group behaviors in RTS game
Author
Siming Liu ; Louis, Sushil J. ; Nicolescu, Monica
Author_Institution
Dept. of Comput. Sci. & Eng., Univ. of Nevada, Reno, Reno, NV, USA
fYear
2013
fDate
20-23 June 2013
Firstpage
1371
Lastpage
1378
Abstract
We compare genetic algorithms against hill-climbers for generating competitive unit micro-management for winning real-time strategy game skirmishes. Good group positioning and movement, which are part of unit micro-management can help win skirmishes against equal numbers and types of opponent units or even when outnumbered. In this paper, we use influence maps to generate group positioning and potential fields to guide unit movement. We tested the behaviors obtained from genetic algorithm and two types of hill-climbing search against the default Starcraft AI using the brood war API. Preliminary results show that while our hill-climbers quickly find influence maps and potential fields that generate quality positioning and movement in our simulations, they only find quality solutions fifty to seventy percent of the time. On the other hand, genetic algorithms evolve high quality solutions a hundred percent of the time, but take significantly longer.
Keywords
computer games; genetic algorithms; search problems; RTS game; Starcraft AI; brood war API; competitive unit micromanagement; effective group behaviors; genetic algorithm; genetic algorithms; group movement; group positioning; heuristic search methods; hill-climbers; hill-climbing search; real-time strategy game skirmishes; unit micromanagement; Artificial intelligence; Biological cells; Force; Games; Genetic algorithms; Sociology; Statistics;
fLanguage
English
Publisher
ieee
Conference_Titel
Evolutionary Computation (CEC), 2013 IEEE Congress on
Conference_Location
Cancun
Print_ISBN
978-1-4799-0453-2
Electronic_ISBN
978-1-4799-0452-5
Type
conf
DOI
10.1109/CEC.2013.6557724
Filename
6557724
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