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A Survey of Real-Time Strategy Game AI Research and Competition in StarCraft
Journal article   Open access

A Survey of Real-Time Strategy Game AI Research and Competition in StarCraft

Santiago Ontanon, Gabriel Synnaeve, Alberto Uriarte, Florian Richoux, David Churchill and Mike Preuss
IEEE transactions on computational intelligence and AI in games, v 5(4), pp 293-311
Dec 2013
url
http://citeseerx.ist.psu.edu/viewdoc/summary?doi=10.1.1.406.2524View

Abstract

Artificial intelligence Buildings Cognition Game AI Games Planning real-time strategy Real-time systems review1 StarCraft Uncertainty
This paper presents an overview of the existing work on AI for real-time strategy (RTS) games. Specifically, we focus on the work around the game StarCraft, which has emerged in the past few years as the unified test bed for this research. We describe the specific AI challenges posed by RTS games, and overview the solutions that have been explored to address them. Additionally, we also present a summary of the results of the recent StarCraft AI competitions, describing the architectures used by the participants. Finally, we conclude with a discussion emphasizing which problems in the context of RTS game AI have been solved, and which remain open.

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Domestic collaboration
International collaboration
Web of Science research areas
Computer Science, Artificial Intelligence
Computer Science, Software Engineering
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