DocumentCode :
239602
Title :
The need for a Real Time Strategy game language
Author :
Hayes, Roy ; Beling, Peter ; Scherer, William
Author_Institution :
Syst. & Inf. Eng., Univ. of Virginia, Charlottesville, VA, USA
fYear :
2014
fDate :
7-10 Dec. 2014
Firstpage :
3495
Lastpage :
3504
Abstract :
Real Time Strategy (RTS) games provide complex domain to test the latest artificial intelligence (AI) research. In much of the literature, AI systems have been limited to playing one game. Although, this specialization has resulted in stronger AI gaming systems it does not address the key concerns of AI research, which focuses on the development of AI agents that can autonomously interpret, learn, and apply new knowledge. To achieve human level performance, current AI systems rely on game specific knowledge of an expert. This paper proposes a RTS language in hopes of shifting the current research focus to the development of general RTS agents. General RTS agents are AI gaming systems that can play any RTS game, defined in the proposed RTS language. The structure of the RTS language prevents game specific knowledge from being hard coded into the system, thereby facilitating research that addresses the fundamental concerns of artificial intelligence.
Keywords :
XML; artificial intelligence; computer games; real-time systems; AI agent development; AI gaming systems; AI research test; RTS game language; artificial intelligence research test; complex domain; game specific expert knowledge; game specific knowledge prevention; general agents; human level performance; real-time strategy game language; Artificial intelligence; Autonomous agents; Buildings; Games; Real-time systems; Resource management; Training;
fLanguage :
English
Publisher :
ieee
Conference_Titel :
Simulation Conference (WSC), 2014 Winter
Conference_Location :
Savanah, GA
Print_ISBN :
978-1-4799-7484-9
Type :
conf
DOI :
10.1109/WSC.2014.7020181
Filename :
7020181
Link To Document :
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