By Topic

Towards Intelligent Team Composition and Maneuvering in Real-Time Strategy Games

Sign In

Cookies must be enabled to login.After enabling cookies , please use refresh or reload or ctrl+f5 on the browser for the login options.

Formats Non-Member Member
$33 $13
Learn how you can qualify for the best price for this item!
Become an IEEE Member or Subscribe to
IEEE Xplore for exclusive pricing!
close button

puzzle piece

IEEE membership options for an individual and IEEE Xplore subscriptions for an organization offer the most affordable access to essential journal articles, conference papers, standards, eBooks, and eLearning courses.

Learn more about:

IEEE membership

IEEE Xplore subscriptions

9 Author(s)
Mike Preuss ; Chair of Algorithm Engineering, Computational Intelligence Group, Dept. of Computer Science, Technische Universität Dortmund, Dortmund, Germany ; Nicola Beume ; Holger Danielsiek ; Tobias Hein
more authors

Players of real-time strategy (RTS) games are often annoyed by the inability of the game AI to select and move teams of units in a natural way. Units travel and battle separately, resulting in huge losses and the AI looking unintelligent, as can the choice of units sent to counteract the opponents. Players are affected as well as computer commanded factions because they cannot micromanage all team related issues. We suggest improving AI behavior by combining well-known computational intelligence techniques applied in an original way. Team composition for battling spatially distributed opponent groups is supported by a learning self-organizing map (SOM) that relies on an evolutionary algorithm (EA) to adapt it to the game. Different abilities of unit types are thus employed in a near-optimal way, reminiscent of human ad hoc decisions. Team movement is greatly enhanced by flocking and influence map-based path finding, leading to a more natural behavior by preserving individual motion types. The team decision to either attack or avoid a group of enemy units is easily parametrizable, incorporating team characteristics from fearful to daredevil. We demonstrate that these two approaches work well separately, but also that they go together naturally, thereby leading to an improved and flexible group behavior.

Published in:

IEEE Transactions on Computational Intelligence and AI in Games  (Volume:2 ,  Issue: 2 )