{"title":"Potential flows for controlling scout units in StarCraft","authors":"K. Nguyen, Zhe Wang, R. Thawonmas","doi":"10.1109/CIG.2013.6633662","DOIUrl":null,"url":null,"abstract":"Real-Time Strategy (RTS) games typically take place in a war-like setting and are accompanied with complicated game play. They are not only difficult for human players to master, but also provide a challenging platform for AI research. In a typical RTS game, such as StarCraft, WarCraft, or Age of Empires, knowing what the opponent is doing is a great advantage and sometimes an important key to win the game. For that, good scouting is required. As subsequent work for improving the scouting agent in our StarCraft AI bot-IceBot-the winner of the mixed division in Student StarCraft AI Tournament 2012, this paper proposes a method that applies potential flows to controlling scout units in StarCraft. The proposed method outperforms an existing scouting method as well as a modified version of this existing method and is comparable to scouting by human players.","PeriodicalId":158902,"journal":{"name":"2013 IEEE Conference on Computational Inteligence in Games (CIG)","volume":"1 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2013-10-17","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"9","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"2013 IEEE Conference on Computational Inteligence in Games (CIG)","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1109/CIG.2013.6633662","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 9
Abstract
Real-Time Strategy (RTS) games typically take place in a war-like setting and are accompanied with complicated game play. They are not only difficult for human players to master, but also provide a challenging platform for AI research. In a typical RTS game, such as StarCraft, WarCraft, or Age of Empires, knowing what the opponent is doing is a great advantage and sometimes an important key to win the game. For that, good scouting is required. As subsequent work for improving the scouting agent in our StarCraft AI bot-IceBot-the winner of the mixed division in Student StarCraft AI Tournament 2012, this paper proposes a method that applies potential flows to controlling scout units in StarCraft. The proposed method outperforms an existing scouting method as well as a modified version of this existing method and is comparable to scouting by human players.