Towards automatic StarCraft strategy generation using genetic programming

P. García-Sánchez, A. Tonda, A. García, Giovanni Squillero, J. J. M. Guervós
{"title":"Towards automatic StarCraft strategy generation using genetic programming","authors":"P. García-Sánchez, A. Tonda, A. García, Giovanni Squillero, J. J. M. Guervós","doi":"10.1109/CIG.2015.7317940","DOIUrl":null,"url":null,"abstract":"Among Real-Time Strategy games few titles have enjoyed the continued success of StarCraft. Many research lines aimed at developing Artificial Intelligences, or “bots”, capable of challenging human players, use StarCraft as a platform. Several characteristics make this game particularly appealing for researchers, such as: asymmetric balanced factions, considerable complexity of the technology trees, large number of units with unique features, and potential for optimization both at the strategical and tactical level. In literature, various works exploit evolutionary computation to optimize particular aspects of the game, from squad formation to map exploration; but so far, no evolutionary approach has been applied to the development of a complete strategy from scratch. In this paper, we present the preliminary results of StarCraftGP, a framework able to evolve a complete strategy for StarCraft, from the building plan, to the composition of squads, up to the set of rules that define the bot's behavior during the game. The proposed approach generates strategies as C++ classes, that are then compiled and executed inside the OpprimoBot open-source framework. In a first set of runs, we demonstrate that StarCraftGP ultimately generates a competitive strategy for a Zerg bot, able to defeat several human-designed bots.","PeriodicalId":244862,"journal":{"name":"2015 IEEE Conference on Computational Intelligence and Games (CIG)","volume":"36 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2015-11-05","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"30","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"2015 IEEE Conference on Computational Intelligence and Games (CIG)","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1109/CIG.2015.7317940","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 30

Abstract

Among Real-Time Strategy games few titles have enjoyed the continued success of StarCraft. Many research lines aimed at developing Artificial Intelligences, or “bots”, capable of challenging human players, use StarCraft as a platform. Several characteristics make this game particularly appealing for researchers, such as: asymmetric balanced factions, considerable complexity of the technology trees, large number of units with unique features, and potential for optimization both at the strategical and tactical level. In literature, various works exploit evolutionary computation to optimize particular aspects of the game, from squad formation to map exploration; but so far, no evolutionary approach has been applied to the development of a complete strategy from scratch. In this paper, we present the preliminary results of StarCraftGP, a framework able to evolve a complete strategy for StarCraft, from the building plan, to the composition of squads, up to the set of rules that define the bot's behavior during the game. The proposed approach generates strategies as C++ classes, that are then compiled and executed inside the OpprimoBot open-source framework. In a first set of runs, we demonstrate that StarCraftGP ultimately generates a competitive strategy for a Zerg bot, able to defeat several human-designed bots.
利用遗传编程实现星际争霸策略的自动生成
在即时战略游戏中,很少有游戏能够像《星际争霸》那样获得持续的成功。许多旨在开发能够挑战人类玩家的人工智能或“机器人”的研究项目都将《星际争霸》作为一个平台。这款游戏有几个特点特别吸引研究人员,比如:不对称的平衡派系,相当复杂的科技树,大量具有独特功能的单位,以及在战略和战术层面上的优化潜力。在文学作品中,各种作品都利用进化计算来优化游戏的特定方面,从小队组建到地图探索;但到目前为止,还没有一种进化方法被应用于从零开始开发一个完整的策略。在本文中,我们将呈现《星际争霸》tgp的初步结果,这是一个能够进化出《星际争霸》完整战略的框架,从建筑计划到小队组成,再到游戏中定义bot行为的规则集。建议的方法生成策略作为c++类,然后在OpprimoBot开源框架内编译和执行。在第一组运行中,我们证明了《星际争霸》最终为虫族机器人生成了一个竞争策略,能够击败几个人类设计的机器人。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
求助全文
约1分钟内获得全文 求助全文
来源期刊
自引率
0.00%
发文量
0
×
引用
GB/T 7714-2015
复制
MLA
复制
APA
复制
导出至
BibTeX EndNote RefMan NoteFirst NoteExpress
×
提示
您的信息不完整,为了账户安全,请先补充。
现在去补充
×
提示
您因"违规操作"
具体请查看互助需知
我知道了
×
提示
确定
请完成安全验证×
copy
已复制链接
快去分享给好友吧!
我知道了
右上角分享
点击右上角分享
0
联系我们:info@booksci.cn Book学术提供免费学术资源搜索服务,方便国内外学者检索中英文文献。致力于提供最便捷和优质的服务体验。 Copyright © 2023 布克学术 All rights reserved.
京ICP备2023020795号-1
ghs 京公网安备 11010802042870号
Book学术文献互助
Book学术文献互助群
群 号:604180095
Book学术官方微信