将搜索算法整合到RTS游戏代理中

David Churchill, M. Buro
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引用次数: 14

摘要

即时战略(RTS)游戏是人类玩起来最复杂的游戏类型之一,也是计算机AI代理最难玩的游戏之一。为了解决将AI应用于rts游戏的任务,最近的技术侧重于分而治之的方法,将游戏分成战略组件,并开发单独的系统来解决每个组件。这种趋势带来了一个新问题:如何将这些系统整合成一个功能强大的即时战略游戏代理。在本文中,我们讨论了UAlbertaBot的架构,我们进入了2011/2012星际争霸AI竞赛,以及用于包含基于启发式搜索的AI系统的技术,该系统用于建造顺序规划和战斗场景的单位控制的智能自动化。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Incorporating Search Algorithms into RTS Game Agents
Real-time strategy (RTS) games are known to be one of the most complex gamegenres for humans to play, as well as one of the most difficult games forcomputer AI agents to play well. To tackle the task of applying AI to RTSgames, recent techniques have focused on a divide-and-conquer approach,splitting the game into strategic components, and developing separate systemsto solve each. This trend gives rise to a new problem: how to tie thesesystems together into a functional real-time strategy game playing agent. Inthis paper we discuss the architecture of UAlbertaBot, our entry into the 2011/2012 StarCraft AI competitions, and the techniques used to include heuristic search based AI systems for the intelligent automation of both build order planning and unit control for combat scenarios.
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