The need for a Real Time Strategy game language

Roy Hayes, P. Beling, W. Scherer
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引用次数: 0

Abstract

Real Time Strategy (RTS) games provide complex domain to test the latest artificial intelligence (AI) research. In much of the literature, AI systems have been limited to playing one game. Although, this specialization has resulted in stronger AI gaming systems it does not address the key concerns of AI research, which focuses on the development of AI agents that can autonomously interpret, learn, and apply new knowledge. To achieve human level performance, current AI systems rely on game specific knowledge of an expert. This paper proposes a RTS language in hopes of shifting the current research focus to the development of general RTS agents. General RTS agents are AI gaming systems that can play any RTS game, defined in the proposed RTS language. The structure of the RTS language prevents game specific knowledge from being hard coded into the system, thereby facilitating research that addresses the fundamental concerns of artificial intelligence.
对即时策略游戏语言的需求
即时战略(RTS)游戏为测试最新的人工智能(AI)研究提供了复杂的领域。在很多文献中,AI系统都被限制在玩一款游戏。尽管这种专业化导致了更强大的人工智能游戏系统,但它并没有解决人工智能研究的关键问题,人工智能研究的重点是开发能够自主解释、学习和应用新知识的人工智能代理。为了达到人类水平的表现,当前的AI系统依赖于专家的游戏特定知识。本文提出了一种RTS语言,希望将当前的研究重点转移到通用RTS代理的开发上。一般的RTS代理是可以玩任何RTS游戏的AI游戏系统,用提议的RTS语言定义。RTS语言的结构防止游戏特定知识被硬编码到系统中,从而促进了解决人工智能基本问题的研究。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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