DocumentCode :
3683551
Title :
Towards automatic StarCraft strategy generation using genetic programming
Author :
Pablo Garćıa-Sánchez;Alberto Tonda;Antonio M. Mora;Giovanni Squillero;J.J. Merelo
Author_Institution :
Department of Computer Architecture and Computer Technology, University of Granada, Granada, Spain
fYear :
2015
Firstpage :
284
Lastpage :
291
Abstract :
Among Real-Time Strategy games few titles have enjoyed the continued success of StarCraft. Many research lines aimed at developing Artificial Intelligences, or “bots”, capable of challenging human players, use StarCraft as a platform. Several characteristics make this game particularly appealing for researchers, such as: asymmetric balanced factions, considerable complexity of the technology trees, large number of units with unique features, and potential for optimization both at the strategical and tactical level. In literature, various works exploit evolutionary computation to optimize particular aspects of the game, from squad formation to map exploration; but so far, no evolutionary approach has been applied to the development of a complete strategy from scratch. In this paper, we present the preliminary results of StarCraftGP, a framework able to evolve a complete strategy for StarCraft, from the building plan, to the composition of squads, up to the set of rules that define the bot´s behavior during the game. The proposed approach generates strategies as C++ classes, that are then compiled and executed inside the OpprimoBot open-source framework. In a first set of runs, we demonstrate that StarCraftGP ultimately generates a competitive strategy for a Zerg bot, able to defeat several human-designed bots.
Keywords :
"Games","Artificial intelligence","Buildings","Optimization","Measurement","Sociology","Statistics"
Publisher :
ieee
Conference_Titel :
Computational Intelligence and Games (CIG), 2015 IEEE Conference on
ISSN :
2325-4270
Electronic_ISBN :
2325-4289
Type :
conf
DOI :
10.1109/CIG.2015.7317940
Filename :
7317940
Link To Document :
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