Case-based planning and execution for real-time strategy games

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Abstract

Artificial Intelligence techniques have been successfully applied to several computer games. However in some kinds of computer games, like real-time strategy (RTS) games, traditional artificial intelligence techniques fail to play at a human level because of the vast search spaces that they entail. In this paper we present a real-time case based planning and execution approach designed to deal with RTS games. We propose to extract behavioral knowledge from expert demonstrations in form of individual cases. This knowledge can be reused via a case based behavior generator that proposes behaviors to achieve the specific open goals in the current plan. Specifically, we applied our technique to the WARGUS domain with promising results. © Springer-Verlag Berlin Heidelberg 2007.

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Ontañón, S., Mishra, K., Sugandh, N., & Ram, A. (2007). Case-based planning and execution for real-time strategy games. In Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics) (Vol. 4626 LNAI, pp. 164–178). Springer Verlag. https://doi.org/10.1007/978-3-540-74141-1_12

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