Logo image
Combat Models for RTS Games
Journal article   Open access   Peer reviewed

Combat Models for RTS Games

Alberto Uriarte and Santiago Ontanon
IEEE transactions on games, v 10(1), pp 29-41
Mar 2018
url
https://arxiv.org/pdf/1605.05305View
Open

Abstract

Combat model Computational modeling Context forward model game artificial intelligence (AI) game replay game state abstraction Games learning Monte Carlo methods Monte Carlo tree search (MCTS) Predictive models real-time strategy (RTS) Real-time systems S<sc xmlns:ali="http://www.niso.org/schemas/ali/1.0/" xmlns:mml="http://www.w3.org/1998/Math/MathML" xmlns:xlink="http://www.w3.org/1999/xlink" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance">tar C<sc xmlns:ali="http://www.niso.org/schemas/ali/1.0/" xmlns:mml="http://www.w3.org/1998/Math/MathML" xmlns:xlink="http://www.w3.org/1999/xlink" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance">raft
Game-tree search algorithms, such as Monte Carlo tree search, require access to a forward model (or "simulator") of the game at hand. However, in some games such forward model is not readily available. This paper presents three forward models for two-player attrition games, which we call "combat models," and show how they can be used to simulate combat in real-time strategy games. We also show how these combat models can be learned from replay data. We use S tar C raft as our application domain. We report experiments comparing our combat models predicting combat results and their impact when used for tactical decisions during a real game.

Metrics

12 Record Views
14 citations in Scopus

Details

InCites Highlights

Data related to this publication, from InCites Benchmarking & Analytics tool:

Web of Science research areas
Computer Science, Artificial Intelligence
Computer Science, Software Engineering
Logo image