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A master's thesis from Aalborg University
Book cover


'An AI Framework for Real-Time Strategy Games'

Authors

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Term

4. term

Publication year

2006

Abstract

Players are increasingly focused on the quality of gameplay. This has boosted interest in multiplayer, because human opponents pose challenges that computer-controlled opponents in single-player often cannot. Single-player AIs are typically easy to beat because they lack dynamic adaptability during play. This thesis develops an AI framework architecture for Real-Time Strategy (RTS) games (strategy games played in real time where you manage units and resources) to build opponents with more human-like capabilities and behavior. The framework is based on a model of how players actually play RTS games. We test it by connecting it to a game development framework, a software environment used to build games. We show that the framework can be configured by both programmers and non-programmers and can be used to provide complete AI solutions within mainstream RTS games. Preliminary results indicate that the framework’s design and a new data structure introduced to handle strategies are promising.

Mange spillere lægger i stigende grad vægt på selve spiloplevelsen. Det har øget interessen for multiplayer, fordi menneskelige modstandere giver en udfordring, som computerstyrede modstandere i singleplayer ofte ikke kan matche. Singleplayer-AI'er er typisk lette at slå, fordi de mangler dynamisk tilpasning under spillet. Dette projekt udvikler en AI-rammeværksarkitektur til Real-Time Strategy (RTS)-spil – strategispil i realtid, hvor man løbende styrer enheder og ressourcer – for at skabe modstandere med mere menneskelignende evner og adfærd. Rammeværket bygger på en model af, hvordan spillere faktisk spiller RTS-spil. Vi tester det ved at koble det til et game development framework, altså en softwareplatform til at udvikle spil. Vi viser, at rammeværket kan konfigureres af både programmører og ikke-programmører, og at det kan bruges til at levere komplette AI-løsninger i almindelige RTS-spil. Foreløbige resultater tyder på, at ideerne bag designet og en ny datastruktur til håndtering af strategier er lovende.

[This apstract has been rewritten with the help of AI based on the project's original abstract]