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A master's thesis from Aalborg University
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Applying Behavior Trees to StarCraft AI

Authors

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Term

1. term

Publication year

2010

Submitted on

Pages

70

Abstract

Vi undersøger spilkunstig intelligens (AI) inden for genren realtidsstrategi (RTS) og bruger StarCraft som testplatform. I RTS-spil skal computeren træffe mange samtidige beslutninger—styre ressourcer, bygge enheder og reagere på modstandere i realtid. Vi gennemgår AI-metoder, der er relevante for RTS, og fokuserer derefter på adfærdstræer, en enkel og modulær måde at organisere beslutningstagning for spilagenter. Vi præsenterer vores implementering af et rammeværk til adfærdstræer, som gør det muligt at opbygge og køre disse beslutningsstrukturer, samt en editor, der hjælper med at designe og ændre dem. Vi tester rammeværket ved at implementere et sæt adfærdsmønstre beskrevet i rapporten. Til sidst opsummerer vi arbejdet og foreslår muligheder for videre udvikling.

We explore game artificial intelligence (AI) in the Real-Time Strategy (RTS) genre, using StarCraft as a testbed. RTS games require the computer to make many decisions at once—managing resources, building units, and reacting to opponents in real time. We review AI techniques relevant to RTS and then focus on behavior trees, a simple, modular way to organize decision-making for game agents. We present our implementation of a behavior tree framework that supports building and running these decision structures, along with an editor that helps designers create and modify them. We evaluate the framework by implementing a set of example behaviors described in the report. Finally, we summarize our work and suggest directions for further development.

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