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Strategy Generation for Multiunit Real-Time Games via Voting

机译:通过投票的Multiunit实时游戏的战略生成

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摘要

Real time strategy (RTS) games are a challenging application for artificial intelligence (AI) methods. This is because they involve simultaneous play and adversarial reasoning that is conducted in real time in large state spaces. Many Al methods for playing RTS games rely on hard-coded strategies designed by human experts. The drawback of using such strategies is that they are often unable to adapt to new scenarios during gameplay. The contribution of this paper is a new approach, called strategy creation via voting (SCV), that uses a voting method to generate a large set of novel strategies from existing expert-based ones. Then, SCV uses an opponent modeling scheme during the game to choose which strategy from the generated pool of possibilities to use. By repeatedly choosing which strategy to use, SCV is able to adapt to different scenarios that might arise during the game. We implemented SCV as a bot for mu RTS, a recognized RTS testbed. The results of a detailed empirical study show that SCV outperforms all approaches tested in matches played on large maps and is competitive in matches played on smaller maps.
机译:实时战略(RTS)游戏是对人工智能(AI)方法的具有挑战性的应用。这是因为它们涉及在大状态空间中实时进行的同时发挥和对抗性推理。许多用于演奏RTS游戏的方法依赖于人类专家设计的硬编码策略。使用此类策略的缺点是它们通常无法适应游戏过程中的新情景。本文的贡献是一种新的方法,通过投票(SCV)称为策略创建,它使用投票方法从现有的基于专家的策略产生一系列新的策略。然后,SCV在游戏期间使用对手建模方案来选择来自生成的可能性池的策略。通过反复选择要使用的策略,SCV能够适应在游戏期间可能出现的不同场景。我们将SCV作为MU RTS的机器人,一个识别的RTS测试。详细的实证研究结果表明,SCV优于在大地图上播放的比赛中测试的所有方法,并在较小地图上播放的比赛中具有竞争力。

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